You are on page 1of 218

Writing & Design: Brian Cortijo, Stephen Michael

DiPesa, Joshua Graham, Jess Hartley, Steven Jones,


Steve Kenson, Grace Li, & Rebecca Wise
Development: Joseph Carriker
Editing: Lynne Hardy
Proofreading: Samantha Chapman
Sensitivity Read: Elsa Sjunneson-Henry
Art Direction and Graphic Design: Hal Mangold
Cover : Alayna Danner
Cartography: Liz Courts & Phillip Lienau
Interior Art: Claudia Ianniciello, Alyssa McCarthy,
Britt Martin, Domenico Nezitti, Micro Paganessi,
Damon Westenhofer, and Steve Wood
Publisher: Chris Pramas

Green Ronin Staff: Joseph Carriker, Crystal Frasier,


Jaym Gates, Kara Hamilton, Steve Kenson, Nicole Lindroos,
Hal Mangold, Jack Norris, Chris Pramas, Evan Sass,
Marc Schmalz, Malcolm Sheppard, Mat Smith, Will Sobel,
Owen K.C. Stephens, Dylan Templar, Veronica Templar,
and Barry Wilson

Green Ronin
Publishing, LLC
3815 S. Othello St.
Suite 100, #311
Seattle, WA 98118

Aldis: City of the Blue Rose is © 2018 Green Ronin Publishing, LLC. All rights
reserved. Reference to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material. Blue Rose, Fantasy
AGE, the Adventure Game Engine, Green Ronin, and their associated logos are
trademarks of Green Ronin Publishing, LLC.

Printed in Canada
Introduction........................... 5 Lendri’s Narrow......................................48 Loveridge Academy...........................83
A Tour of Aldis.........................................6 The Cockerel and Onion....................48 Mouse Hollow........................................84
The Buried City.....................................6 Silverhill..................................................49 Tiny Tree...............................................84
The Streets & Alleys of Aldis...............7 Silver Shields Barracks.......................49 Cardamom...............................................84
Buildings & Other Structures..............7 The House of the Thousand Ways...50 The Griffon’s Quill .............................85
City Wonders.........................................8 Riverway..................................................51 The Lord Oak Bakery.........................86
Life in Aldis..............................................9 Tegra’s Smithy.....................................51 Sutro District...........................................87
Economic Class & Prosperity............10 Rhydan’s Rest......................................52 Market Bridge......................................87
Education.............................................12 Temple of the Eternal Dance................53 Thermai Spa.........................................88
Medical Needs.....................................13 Rosewater Head......................................55 Grainview................................................88
Legal Matters.......................................14 The Fellows of Moonpoint...............................................88
Lake Vash Guildhouse...................55 Hedgerow House................................88
Chapter 1: Templehome............................................55
The History of Aldis............18 Chapter 5: The Lower Ward.90
The Founding & the Old Kingdom....18
Chapter : The North Fair District..........................90
The Growth of Aldis...........................18 The Lake Ward................... 56 Fairfield Stones....................................90
The Aldin Alliance..............................19 Bloomridge..............................................56 Jaxson’s on the Field...........................91
The Kingdom of the Rose..................19 The Institute of Arcanobotany..........57 The Apron................................................92
The Fall of the Old Kingdom............20 Public Festival Grounds.......................59 Edgefield .............................................92
The Empire of Thorns...........................20 Aldis Dueling Club.............................59 Cobblestone............................................92
The Rise of Delsha the Dark..............21 Greatring..................................................59 Anwaren’s Sacellum...........................92
The Shadow Wars...............................21 The Sleepy Drake................................60 Stonemasons &
The Great Rebellion............................22 Varti’s Rise...............................................60 Carpenters Guildhall.....................93
Aldis Rises Anew...................................22 Steelcourt.................................................60 Brightmeadow........................................94
The Sovereign’s Finest.......................23 The Soul’s Flame.................................61 Carpet Square......................................94
The Guild Council..............................24 Marlicel’s Crossing................................62 Nob Hill...................................................94
Jaellin’s Challenges.............................24 Matchmaker’s Guild..........................62 The Warden House.............................95
Everlamp..................................................63 Glalub’s Apothecary...........................95
Chapter 2: Dorn & Byorn’s Golden Alehouse....63 Potsherd ..................................................95
The HiIgh Ward...................25 Lilyglow...................................................64 The Twin Pillars..................................95
Northpoint...............................................25 Lilyglow Park......................................64 The Muddy Maid................................96
Middleton................................................25 Silverstone...............................................64 Brewer’s Row..........................................96
Moneylenders Guild..........................26 Goia’s Plaza.........................................65 The Cask and Crow............................97
Rothwell Manor..................................26 Academy of the Dance..........................65 Presston Heights.....................................97
Eastall.......................................................27 Alder Walk...............................................67 The Folded Corner..............................98
The Nest...............................................27 Marzim House.....................................67 Nightwatch..............................................98
Gentle Rest..............................................28 Firefly’s Rest............................................69 The Phoenix.........................................98
Cerulean Playhouse ...........................28 Gondolier’s Guild...............................69 Red Bluff..................................................98
The Commons.........................................28 Shell Triangle..........................................69 Creston’s Academy.............................99
The Ballad & Blade.............................29 The Bellwater.......................................70 Cooper’s Run........................................100
Jeusole’s................................................30 Reedsong Village...................................70 Bottcher’s General Mercantile........100
The Stacks............................................30 Vash’s Eye................................................70 Little Rezea............................................100
Newstead.................................................31 The Flashgate.......................................71 Swift’s Cabs.......................................100
Brewer’s Guild....................................31 Oakwood...............................................101
Grand Guildhall..................................32
Chapter 4: Larai’s Weald.....................................101
Hillcrest....................................................32 The Middle Ward............... 72 Wainton Reserve...................................102
The Palace................................................32 The Retreat..............................................72 Ralzi’s Civil Service Offices.............102
Azure Plaza..........................................32 Swallowtail Inn...................................72 Whitewall..............................................102
The Noble Assembly..........................34 Foxhallow Grove.................................74 The Laundry......................................102
The Royal Archive & Library............35 Kyanite.....................................................74 Winterhaven......................................103
The Royal College...............................36 The Royal Rose Society......................74 Keyston..................................................104
The Royal Palace ................................39 Alfaeo Estate........................................76 The Key Courtyard...........................104
The Hall of Envoys.............................40 The Singe.................................................76 Wood Point............................................104
The Rose Hall......................................42 The Rotunda........................................77 Hatik’s ...............................................105
Highmark.................................................43 The Oubliette.......................................77 The Bend................................................105
Alaric’s House.....................................43 Rivasi Heights.........................................78 The Blue Heron.................................105
The Sovereign......................................44 Elmbury...................................................78 Chapter 6:
Grandwater..............................................45 The Landsea Amphitheater...............78
The Trout’s Eye....................................45 Whalefin...................................................79 The Outer Ward.............. 106
The Wending...........................................45 The Windsail Symphony...................79 The Grove..............................................106
Blessed Hills...........................................45 The Mernagerie...................................80 Delile’s................................................107
Tarvenyl’s Tower.................................46 Okeahna Theater & Swimtrack.........81 Turncoin.................................................107
The Great Bank of Aldis.....................46 Axehead....................................................82 The Winding Bazaar.........................108
Lilyfields..................................................48 The Plinth.............................................82 The Pasture............................................108
The Shepherd’s Crook......................109

2
Table of Contents
The Kiln..............................................109 Adroi Leaning-Thorn.......................145 Priest...................................................176
Greenstreets..........................................109 Alfric Benneck...................................145 Misdirection ......................................177
The Open Roof.................................. 110 Amedee..............................................146 Roof Running....................................177
Vine Day Market............................... 110 Anya Pell............................................147 Shel-Shanna Style..............................177
Stag’s Charge......................................... 110 Astirien...............................................147 Shrike’s Fall Style..............................178
Ghin’s Warehouse............................. 111 Atelen Damaer..................................148 Spelunking.........................................178
The King’s Rack................................ 111 Ayazrin...............................................148 Street Smarts......................................179
Smoothstones........................................ 111 The Baroness of Whispers...............149 Whispering Wind Style....................179
The Precious Palate........................... 111 Belinda Vovubros..............................150 New Specializations............................180
Arran’s Thirst........................................ 112 Bulgan Urr.........................................150 Deep Delver ......................................180
Arran’s Square................................... 112 Castien Nremen................................151 Deep Delver Talent...........................180
The Wander........................................... 112 Chaedys Poeson................................151 Initiate of the Eternal Dance............180
Pennyweight’s................................... 112 Chakri Ashcloak’s Ghost.................151 Initiate of the Eternal Dance Talent.180
Seltha’s Watch....................................... 114 Master Connor Bartia.......................152 Grifter.................................................180
Zakarm’s............................................ 114 Coral Coventina................................152 Grifter Talent.....................................181
The Nursery....................................... 114 The Cuckoo........................................153 Inamorata...........................................181
Barrelsmouth......................................... 115 Dagen Vos..........................................154 Inamorata Talent...............................181
The Coopers’ Guild.......................... 115 Dorrin Tyr..........................................155 Investigator........................................181
Tarborough............................................ 115 Durian Jack........................................155 Investigator Talent............................181
Breal Tar Pit........................................ 115 First Envoy Emeris Telford..............155 New Arcana...........................................182
Tangle..................................................... 116 Emile Hazestar..................................156 Sound Shaping..................................182
The Hideshead Tavern..................... 117 Erevan Alfaeo....................................157 Arcana Knacks .....................................182
Four Corners.......................................... 117 Evan Green........................................157 Cold Shaping.....................................182
Wraithwood Floral............................ 117 Fourash Tallore..................................158 Fire Shaping.......................................183
Miss Clover’s Boardinghouse......... 118 Freewell Pineton...............................158 Mind Shaping ...................................183
Dogpatch................................................ 118 Greene Mouseblossom.....................158 Object Reading..................................184
The Shankle.......................................... 119 Grer Voubros.....................................158 Psychic Shield....................................184
Vovubros & Daughters Dry Goods Hexton Reyes.....................................159
Shipping and Storage................... 119 Julinn the Masqueless......................160
Chapter 10:
Kamleth Chandlery..........................120 Kiren, Ilah, & Magda Stagmarr.......161 Narrating a City Series.... 185
Cropwick................................................120 Kile Mistraker....................................161 The Highs & Lows of the City...........185
Villa Fruta Orchards.........................120 Professor Kyra Emauri.....................162 Advantages of a City Series............185
Blueburg................................................121 Linnea Selder.....................................162 Challenges of a City Series..............186
The Salty Siren...................................121 Lisaya Silán........................................163 All Roads Lead to Aldis......................187
Maejar.................................................163 Visitors Among
Chapter 7: Marnetta Savahn...............................164 the Throng.....................................187
Lands Around Aldis......... 122 Nellia Aramys...................................164 Streets and Rooftops.........................188
The North Hills....................................122 Nirvelli Nerin....................................165 The Road Away.................................188
Abbey of Contemplation ................122 Old Mal..............................................165 The Presence of the Past.....................188
Aemple ..............................................124 Peregrus.............................................166 Shadows of the Empire....................189
The Circle ..........................................125 Pluton.................................................166 The City of Ten Thousand Stories....190
Cusiba ................................................125 Preesh Devah.....................................166 Politics................................................190
Dorwine .............................................126 Rem Sterngrove.................................166 Social Conflict....................................191
Eniona ................................................127 Rosemund Warden...........................167 Crime and Mysteries........................191
Halls of Excellence ...........................128 Sahn Huaki........................................168 Faces in the Crowd...........................192
House of the Azure ..........................129 Shili.....................................................168
The Leaden Trees .............................130
The Case of the
Singh...................................................168
The Rose River Valley.........................131 Sinrus..................................................169
Rhydan Swine......................193
Frostford Marsh ...............................131 Siryna..................................................169 Appendix I:
The Herdlands ..................................132 Talons-Like-Daggers.........................170 Aldis Encounters............. 200
Nedal .................................................133 Tegra Fire-Eyes..................................170
The Lower Vash Valley.......................133 Theowald Weaver.............................171 Appendix II: Aldin Names.... 206
Baraega’s Arch ..................................133 Captain Wiltell.................................171 Appendix III:
Erastin ................................................134
Kram’s House ...................................135 Chapter 9: Narrator Characters...... 208
Last Bend ...........................................136 Character Options............ 172 Appendix IV:
Nala’s Rest ........................................137 Rhydan in Aldis...................................172 Aldis Locations..................210
Rhy-rats..............................................172
Chapter 8: People of Aldis.. 140 New Backgrounds ...............................174 Index.......................................213
Stock Stat Blocks..................................140 Aldin Patrician..................................174
Child...................................................140 Aldin Laborer....................................174
Commoner.........................................140 Aldin Tradesfolk...............................174
Guard..................................................140 New Talents ..........................................175
Laborer...............................................141 Blind Fighting....................................175
Merchant............................................142 Charmer.............................................175
Noble..................................................143 Gift of the Hart Style........................175
Scholar................................................143 High Society......................................176
The Folk of Aldis.................................145 Insight.................................................176
Adele...................................................145

3
“Never doubt, Your Highness, that all eyes point towards Aldis, at every hour. T his is the oldest city in
the known world that yet stands, and was once the capital of a powerful, sorcerous empire. Such legacies
are not quickly forgotten. T he rest of the world waits to see what comes of it; waits to see how we will use
that, you can be sure.”
-Lady Dunhaella Virann, Noble Councilor and Emeritus Dean of History
of the Royal College, to Queen Jaellin shortly after her coronation

4
n the genre of romantic fantasy, many of the stories focus

I on a single setting, with only occasional excursions


away from it. This is in contrast to the sort of “trekking
fantasy” popularized by Tolkien and his literary descen-
Chapter 6: The Outer Ward
Chapter 6 details the ward that most travelers and visitors
to the city occupy, with its ample accommodations and
dants, in which the heroes journey far from home. This markets, as well as the living and working places of those
difference isn’t surprising: one of the important elements folk who can’t afford to live elsewhere.
of romantic fantasy is the establishment and development
of relationships, which requires some kind of stable setting Chapter 7: Lands Around Aldis
where such relationships might be formed.
This book serves as precisely that kind of setting. The Chapter 7 highlights the lands around the great city for
city of Aldis is a grand fantasy metropolis with an ancient approximately a day’s ride in every direction, from small
settlements and fortifications to stretches of wild lands.
history. It is the center of power for the Kingdom of Aldis
Strange things lurk, even in the heart of the Kingdom of
and its high ideals, which paints a target on it—and all
the Blue Rose.
its defenders and citizenry—for those who would see that
kingdom fall into ruin.
Chapter 8: People of Aldis
Introduction Chapter 8 talks about the folk of Aldis, including some
basic stock Narrator character statistics, as well as detailed
This Introduction provides an overview of the Aldin way
information and statistics for many of the important
of life in the City of the Blue Rose, presenting a look at the
figures mentioned in the preceding chapters.
places and people that make the city what it is.
Chapter 9: Character Options
Chapter 1: History of Aldis
Chapter 9 discusses new mechanical options for players
Chapter 1 explores the city’s place in the history of the
in a Blue Rose campaign, all designed with a focus on the
setting, from the glories of the Old Kingdom through
city of Aldis.
its survival of the darkest days of the realm, and into its
rebirth as the center of a new nation thanks to the arrival
of the Golden Hart.
Chapter 10: Narrating a City Series
Chapter 10 provides some advice on running urban-
Chapter 2: The High Ward focused fantasy roleplaying campaigns, discussing
themes and presenting some tricks to make the Narrator’s
Chapter 2 looks at the center of Aldis, particularly the
job easier.
Palace and its attendant buildings and institutions, the
Temple of the Eternal Dance, and the various neighbor-
hoods surrounding them.
The Case of the Rhydan Swine
This section presents an adventure in the City of Aldis in
Chapter 3: The Lake Ward which our heroes investigate the disappearance of a human
boy and a possibly newly-awakened rhydan from (of all
Chapter 3 provides a closer look at the eclectic and artistic
places) a hog farm!
Lake Ward, with its half-submerged buildings, gondolas,
and the Academy of the Dance.
The Appendices
Chapter 4: The Middle Ward The Appendices include a variety of useful references
Chapter 4 focuses on the cosmopolitan Middle Ward, with for Narrators and players alike. Aldis Encounters gives
its dance halls, taverns, theaters, and other diversions for Narrators a system for drawing cards from the Royal
both day and night, where Aldin-folk from every part of Road to provide “set dressing” to daily life in Aldis.
the social spectrum mix and mingle. Aldin Names provides a variety of names for both NPCs
and player characters alike. Narrator Characters provides
Chapter 5: The Lower Ward a system for using the Royal Road cards to detail NPCs’
personalities, motivations, and appearances with the
Chapter 5 covers the region that is home to a variety of draw of a few cards. Finally, Aldis Locations compiles all
shops and merchant townhomes, with tall apartment the city’s locations, divided by location type, into an easy
blocks and craft workshops aplenty. reference list.

5
Introduction
structures long ago destroyed by disaster or simply decay.
A Tour of Aldis Others may still have the remnants of buildings on one
or both sides of the former street, showing signs of war,
Though the pages that follow include a dizzying array fire, or other disasters that were the reason ancient arcane
of people, places, and events that bring the city of Aldis builders simply chose to bury them and start anew rather
to life for the reader, we would be remiss if we did not than painstakingly rebuilding.
address some of the city’s broader features. There are even a few of these tunnels with largely intact
Above all, it is worth remembering that the city of buildings. When the city rediscovers them, they are sealed
Aldis, as mentioned elsewhere, is very old. It is as ancient away, though it is often just a matter of time before the
as Rome was during the height of the Renaissance, and destitute and the criminal find their way into to these
its history is even more enduring, thanks to Aldis’ role buried havens. The Silence and the Shadow Guild are
as the seat of power for multiple great nations with the known to ferret out such places, including secret ways
arcane arts at their core. Many of the city’s buildings into and out of them.
stand above literal layers of history, and many of those Closer to street level are the various basements, sub-
features were wrought by the powers of its adepts. Such basements, and other buried structures of the city above.
creations tend to weather the passage of time, even when Most connect to the buildings above them, but it is not
they’re largely forgotten and buried by more recent unknown for a structure to be constructed atop the now-
construction. buried basement of the building that previously stood on
Despite this age, Aldis is well-maintained and aestheti- that spot. Such “secret cellars” are a favorite topic of city
cally pleasing. Its cleanliness is notable even in less fortunate folklore, which has dozens of tales of haunted, treasure-
parts of the city, and crumbling or ramshackle structures filled, monster-infested, and guarded secret chambers,
are inevitably repaired or replaced. The Crown maintains found by hapless, adventuresome souls. In truth, they are
a system that assists even very poor landowners with such far rarer in reality than in fiction, though it is not unusual
maintenance, often paid for by taxes and supplemented by to find secret passages between basements and neigh-
the work of citizens charged with public service. boring cellars (usually the work of smugglers, thieves, or
conspirators of one stripe or another).
The Buried City Woven in and among this baffling knotwork of tunnels,
catacombs, and basements are the city’s sewer tunnels.
By and large, the grate-covered holes, often placed at
In all historical texts that discuss the great city, mention is
crossroads and similar junctions in the city’s streets,
made of the network of tunnels and catacombs beneath Aldis’
descend a full story or more in depth, sending water
streets. No one is entirely certain how old these passageways
from street level and the contents of waste-pipes from
are, and they vary from those just large enough to take two
various buildings around them plummeting down an
people abreast to those wide enough to allow two trading
almost straight shaft to the sewers below. Because of the
wagons to pass one another with room on either side. Some
danger posed by such a drop, the grates are locked in
of them were clearly intended to be used as the resting places
place using bolts that require a key to open. The sewer
of the dead, whereas others seem to purely be a means of
tunnels follow the slope of the great hill on which Aldis
getting between one destination and another.
is built, all eventually flowing through a series of locks,
On the level above this all but forgotten labyrinth are the
gathering chambers, and waterfalls of filth into one of
second kind of tunnels: ancient streets sunk beneath the
the three Great Cesspits located beneath the Lower and
ground, the levels above held up by great, earth-shaped
Outer Wards.
pillars and arches of stone. Some are empty caverns, their
Here, water-shaping adepts and those skilled in the use
of arcane stones that mimic that talent use their abilities
Aldis, City of the Blue Rose to separate the pure water from the ordure it carries. The
now cleansed water is shunted into pipes to carry it to
Demographic Population nearby irrigation canals for agriculture, with the excess
emptied out into the lake. The nightsoil extracted from
Entire City 500,000
the water is gathered into wide pits in adjacent cham-
Humans 400,000 bers. After a judicious application of flame (which helps
Vata 50,000 break it down), the spores of a potent mixture of fungal
Sea-folk 25,000 blooms are applied to the waste and encouraged to grow
quickly by plant-shapers (both adepts and those using
Night People 20,000
stones imbued with the power). This mixture of ash,
Rhydan 5,000 plant matter, and muck forms a nutrient-rich fertilizer
Approximately 10% of the populace can wield arcane that is sent by the wagonload to nearby farms as much as
talents or are full-blown adepts. a week away, and by cargo barge to farms up and down
the Rose River.

6
The Streets Buildings
& Alleys of Aldis & Other Structures
The streets of the city are some of the finest in the world. By and large, the buildings of Aldis are constructed in
Even in the poorest parts of Aldis, all the thoroughfares are the same style, although there are some notable varia-
crafted of earth-shaped stone, melded seamlessly into place tions in one or two wards. Whitewashed brick and marble
by earth-shaping talents in service to the city’s bureaucracy. are often used in their fabrication, with wooden features
To either side of major roadways are garden swaths, rarely such as doors, eaves, and shutters predominating. A great
more than two or three feet in width, but extending the many buildings are designed with a shop or other work-
entire length of the roadway. These patches of green, set place on the ground floor and living quarters above. Build-
slightly higher than the road itself, are planted with flowers ings in wealthier districts frequently include an interior
and shade trees up and down their length. In some places, corridor and stairwell granting residents access to these
these garden swaths are traded out for flowing water upper spaces, while those in other wards may provide
features, broken up by the occasional fountain. an outdoor staircase and walkway, usually located on the
These leafy boundaries are frequently interrupted by alley- or courtyard-facing part of the building away from
brick paths (or small footbridges for water boundaries) the street proper.
which provide access to the raised wooden walkways that Single-story buildings are common in the furthest
serve as the entries to local establishments. Occasionally reaches of the Outer Ward, at the edges of the city. Else-
these breaks are wider, to allow carts access to the brick- where, buildings are a minimum of two floors in height,
paved alleyways between buildings. Many building clus- and many are an impressive four or five such stories, with
ters have a small central courtyard, frequently decorated five floors being the civically-mandated limit on non-
in a style favored by the inhabitants of the neighborhood. specialized buildings. Aldin buildings always feature
The streets are deliberately lower than the surrounding glass windows, even if the glass is the thick and bubbled
structures, permitting water to flow down toward their panes of the poorest quality among those who can afford
centers, where it is carried away to one of the many grated no better. Balconies are quite common on levels above the
fall-pits and the sewers below. street, and Aldin-folk often hang banners, streamers, and

7
Introduction
Location Icons
Throughout Chapters Two through Six, we use a set of location icons to denote the type of place described. Locations are
divided into the following categories:

Residences: Buildings whose primary function is to provide a dwelling place for someone. These can be individual residences
or boarding homes of the sort that offer rooms individually or in apartments to residents.

Nightlife Spots: Buildings that house entertainments of the sort that attract patrons at day’s end, from restaurants to taverns
to pillow houses (the genteel name Aldin-folk use for brothels).

Inns: Businesses that offer rooms for rent on nightly, weekly, or even monthly terms. They often include a tap room where both
residents and locals might enjoy a pint and a meal, as well.

Government Buildings: Buildings that either house the various functions of Aldin government, or are otherwise held in the
public trust for use by Aldin-folk by the Sovereign and her government.

Temple: A sanctified site where worship takes place, from the largest of cathedrals to small, out of the way shrines. Such places
are frequently visited by the faithful, and may also be staffed by either volunteers or an ordained priesthood.

Businesses and Guildhalls: Buildings that in some way house a business or multiple businesses. This category of buildings
also includes guildhalls, where guild members may come for meetings, socializing, and training.

Other: This is the catch-all for those sites that do not fall into one of the other categories.

Residences Nightlife Inns Government Temples Businesses & Other


Spots Buildings Guildhalls

other bright, merry decorations in accordance with the fact that its folk need not resort to smoky fires to help stay
season and their residents. warm in the winter months.
Using these crystals is simple: it merely requires a touch
and a moment of concentration to cause the globes to
City Wonders project light, heat, or both as the user desires. Besides this,
a user must have the mental “password” instilled into the
Though many settlements throughout Aldis boast of crystal as well as a modicum of arcane talent (although
small arcane works that make daily living easier, none can many glow globe crafters create rings instilled with the
match the wonders woven into the city’s very fabric. From slightest mote of power, sufficient to allow those without
the ancient arcane cityworks of the Old Kingdom to the talent to use them).
tireless dedication of civic artificers, the city of Aldis is a Because users must physically touch the globes, they
shining jewel of arcane technology without equal. are often mounted between chest- and head-height in
a room or hallway. Inset in craftsman-wrought settings
Lighting in the wall, they are frequently engraved with beautiful
patterns, turning them into legitimate works of art. Some
Most sizeable settlements have globes of shas crystal set crystals are not inset into walls but instead left free-
along their major thoroughfares and in gathering places, standing on torchiere-like pillars or stands, or simply set
capable of generating light and/or heat at the touch of in a base on a table.
anyone who knows the technique for commanding that Of course, these globes do not generate enough heat to
particular globe: a task usually apportioned to any and all cook by, meaning kitchens and establishments that serve
civic servants with any measure of arcane talent. food do still need hearths and wood-fired stoves.
In Aldis, however, their ubiquity is such that not only
do all streets and most alleyways have them, but a great Flowing Waters
many homes do as well. The houses of the wealthy are
unlikely to boast large hearths as a result, and the air An elaborate and interlocking system of subterranean
quality and building facades of the city benefit from the aqueducts lies just beneath Aldis’ streets, a network of

8
Introduction
finely wrought ceramic pipes through which fresh water earnings and expenses reported here, disbursed and
flows. These pipes are inset with simple stones, each collected accordingly.
imbued to cause water to flow in a single direction as Any merchant in Aldis is entitled to secure an exchequer
soon as it comes into proximity with that stone. Using this stone from the Exchequer. By simply touching the stone
network, the city of Aldis manages a civic waterworks and concentrating, a merchant may psychically contact
that does not rely on gravity or other mechanical means of one of the Rhydan Council’s agents who help maintain the
generating water pressure. Exchequer. When a rhydan wishes to make a purchase or
Individual houses have plumbing systems that we be paid for work, a merchant need only contact the Exche-
would consider quite modern, with taps for access to the quer via the stone while in psychic contact with the rhydan
water and indoor jakes (toilets) that flush away waste in question. Once the rhydan’s identity is verified by the
with the pull of a small lever. All of this adds up to a very Exchequer agent (usually just a matter of moments), their
hygienic life for most Aldin-folk. accounts are adjusted accordingly.
The very wealthy also have specialized stones installed Some wealthy merchants and innkeeps outside of Aldis
in their own systems, permitting them to magically heat proper have begun to acquire exchequer stones as well,
water for a variety of luxuries. Most other households although they are rarer the further one travels from Aldis.
must still make do with heating water for cooking and Rhydan who wish to benefit from the service must have
bathing the mundane way, although almost all but the made contact with and set up a ledger with the Exchequer
very poor in Aldin society prefer to use civic bathhouses first. In general, it is fair to assume that all Aldin rhydan
and laundry services for such chores. have already done so, save for a few who prefer life at the
edges of civilization, or who are only recently arrived in
Disease Prevention Aldis from other lands. A few particularly trusted rhydan
may carry a stone themselves, though usually only
members of the Rhydan Council or senior envoys in the
One of the least-known of Aldis’ arcane works is a network
Sovereign’s Finest do so.
of carved jade seals buried beneath major thoroughfares
throughout the city. The network extends outward far
beyond the city’s boundaries, with other seals buried in The Touchstone
country roads and, in more than one instance, on lone
hills. This set of seals forms an interlocking arcane web Perhaps the greatest of the wonders in service to the people
whose existence suppresses the transmission of illness of Aldis is the Touchstone, safely ensconced at the topmost
and disease. chamber of the Tower of the Art in the Royal College. An
Its power is subtle, so much so that only those very ancient artifact from the Empire of Thorns—or perhaps
skilled with the Second Sight arcanum ever notice it even earlier—this brilliant golden crystal is capable of
in operation (TN 20 to detect). All folk within the web extending the use of normal arcana to anywhere in the
benefit from its effects, granting them a +3 to checks to city of Aldis.
resist disease and illness of all kinds, save those that are For more information on the Touchstone, refer to
arcane in origin. Chapter 6: The Kingdom of the Blue Rose in the Blue Rose
The Crown has been aware of this web since the days of core rulebook.
King Issik; what they do not know is how to replicate it.
The Royal College has determined it is likely a relic of the
Old Kingdom, given the designs on the seals. The Crown Life in Aldis
maintains a careful watch on the network, with locals
By nearly any standard, the people of Aldis lead lives of
frequently recruited and paid a small monthly stipend to ease and comfort. While certain rural folk-tales like to
keep an eye on the seals, reporting anyone attempting to paint the City of the Blue Rose as an untrammeled utopia
dig them up to the Sovereign’s Finest. in which everyone feasts at every meal, dresses in the
finest silk and furs, and wields potent arcana that “simple
The Rhydan Exchequer country folk” can but dream of, there is a degree of truth
to be found in them.
One of the foremost civic projects of the Rhydan Council Even the poor of Aldis are still better off than the poor
in Aldis established during Queen Jaellin’s reign, the of other places. The city does boast more common-a-day
Rhydan Exchequer is uniquely Aldin. A small building arcana than anywhere else in the nation, thanks to the pres-
in the High Ward houses the Exchequer, which employs ence of the Royal College and its many arcane instructors.
a number of skilled clerks and money-counters. The The Crown spends taxes lavishly to ensure a fine quality
Exchequer is responsible for tracking the personal of life for as many as possible, and the wealthy know that
wealth of rhydan in Aldis, whose bodies frequently civic-minded largess is one of the fastest ways to earn the
prevent them from using actual coinage. Instead, their respect and gratitude of the Sovereign, the nobility, and
accounts are maintained at the Exchequer, with all their the people.

9
Introduction
Apprentices do not need to pay membership fees; if
Economic Class their master is a member of the guild, they must only pay
& Prosperity a fee upon achieving journeyman status. Many masters
reserve as much as half the student’s apprentice-fee in
order to pay this when the time comes. In return for these
Unlike in so many nations, the distance between those
dues, members receive a network of skilled tradesfolk and
who sit at the heights of wealth and those at its base is
crafters to call upon, assistance from the guild in case of
relatively slim. Aldis has neither slaves nor even serfs—
legal matters, and access to whatever deals and aid their
freedom is the core tenet of the Kingdom of the Blue Rose,
guild has finagled for its membership. Guilds usually
and no living embodied soul owes the whole of their exis-
have a guildhall, although for many smaller guilds, this is
tence to another, nor to the state.
simply a set of rooms above the guildmaster’s shop.
Different economic strata certainly exist, of course. Some
Membership in one guild in Aldis also comes with the
families enjoy the wealth that has come from generations
tacit assumption of alliance with other guilds. Guildfolk
of successful forebears, while others work hard to bring
stick together, as can be seen in the founding of the Guild
a few luxuries home to their families. Those who might
Council.
otherwise live subsistence-based lives receive economic
Some of the notable guilds in Aldis include the following.
boosts from the Crown and nobility in the shape of inex-
pensive living quarters and light taxes. In contrast, those
The Caravaneers League
with more are likewise expected to contribute more.
In particular, the most heavily taxed are those who inherit A guild made up of all levels of
wealth—Aldin society admires those who rise to success by trading and mercantile caravan
virtue of their own ability, but has little interest in lauding workers, from the teamsters
those who did nothing but be born into the right family. The who move and haul goods,
independently wealthy know they are under constant scru- to the caravan-masters
tiny to justify their lifestyles. Though the idle rich certainly who oversee extended
do exist, they are regarded rather poorly unless they turn trading missions, to the
their ample time and resources to bettering themselves, caravaneers who finance
their communities, and the kingdom as a whole. such mercantile routes.
Unlike other nations, there is no hereditary nobility The Caravaneers League is
in Aldis. Aldin nobles are bureaucrats and servants of quite influential, as they almost have the power to cease all
the Crown who undergo extensive schooling and pass merchant caravans into or out of a location, should they be
grueling academic tests—to say nothing of the Test of the so moved. It is for this reason that the Crown mandated a
Blue Rose Scepter—in order to be accorded the honor of separation between the guild for caravaneers and that for
nobility. While there are families that routinely produce sailors and barge-masters, the Seaworthy Circle of Boat-
nobles from each generation, these families know they folk & Shipmasters. The badge of the League is a heavy
cannot rest on the laurels of their ancestors. To this end, copper device in the shape of a wagon wheel, often hung
some also sponsor non-family members to the Royal on the side of traveling wagons or in an office.
College and testing for nobility, ensuring their family will
continue to be regarded as a source of the finest Aldis has The Order of Forgewrights
to offer, even if it is not in their direct lineage.
The Order consists of smiths of a great many
The Guilds types, from those who work in the
average smithy making nails
and horseshoes to the finest
The guilds of Aldis started out as crafts guilds, dedicated armorers and weapon-
to formalizing the training those new to their vocation smiths. The Order does
received, as well as ensuring two things: a minimum not include those smiths
degree of quality in that craft and equitable prices across who work with “fine metals”—
the profession. While the Crown has decreed that guilds do silversmiths, goldwrights, and
not have the authority to pressure all craftsfolk to adhere jewelers”—who make up their own Guild of Finesmiths &
to their strictures or join their organizations, most do Jewelwrights. The Order’s badge is a steel bracer engraved
anyway. Techniques shared among members, the reduced with a stylized forge-hammer.
costs from the guild buying production materials in bulk,
to say nothing of the respect that comes from the guild’s The Guild of Intimates
badge: all of these are strong motivators among crafters
today. In addition, the concept of the guild has also bled In Aldis, the so-called “soft trade” or “pillow work” is
outwards to other professions which might ordinarily be perfectly legal. Indeed, it has been since the founding
termed “service industries.” of the Kingdom of the Blue Rose. As a result, Aldin-folk

10
Introduction
don’t view sex workers as contempt- of the Guild staunchly insists this doesn’t count as proper
ible or filthy, as too many other possession of a guild badge).
nations might. Instead, soft
traders are a half-step The Dockhands Gathering
between entertainers
and healers, whether Likely the most rough-and-tumble, the
they work in one of Dockhands Gathering is a worker’s
Aldis’ many pillow- guild made up of those who do all
houses, entertain patrons manner of work at the city
in their own private boudoirs, or arrive at a patron’s resi- docks, from manual
dence (accompanied by their bodyguard, paid by a Visiting laborers to dock
Surcharge). Most such workers are part of the Guild of security. Even a few
Intimates, which long ago did away with panders (pimps) shipwrights, who do
and similar folk. The Guild also ensures that all soft traders not have a guild of their
receive the finest in medical care as part of their member- own, have been accepted into the
ship. The badge of the Guild is a string of opal beads, from Gathering in recent days. Their mark is the anchor-and-
which hang a number of small, gold baubles that depict post, worn embossed or embroidered into the back of
their status and accomplishments in the order. The badge is workman’s gloves.
usually worked into the soft trader’s outfit.
The Wise Sodality of Shaswrights and
The Honorable Circle of Hostellers Alchemists
and Innkeeps
Likely the smallest
Responsible for providing homes- of the guilds, the Wise
away-from-home to travelers, the Sodality is home to a
Honorable Circle is made up of variety of adepts and
perhaps half the innkeeps and other craftsfolk who
taverners in the city of Aldis. focus on the creation of
Despite this fact, they wield alchemical goods, elixirs,
the highest degree of influence shas devices, and other arcane items. The Wise Sodality
over the trends in hospitality, has strict standards for its members, and is the most
priding themselves on constant insistent of all guilds that those of their professions join
improvements that drive even non- its ranks. Because arcane devices can be dangerous, the
guildsfolk to keep up or be hopelessly outclassed. Inns Wise Sodality seasonally publishes a list of craftsfolk who
and other establishments whose owners are part of are not in their guild as a general warning to the public
the Honorable Circle display a simple wood-and-brass at large, even when those crafters are perfectly capable at
plaque depicting a circle of oak leaves around a stylized their handicrafts. Small shas crystal rings, usually affixed
hearth-flame. over the door to a shop or workspace, are the sign of the
Wise Sodality’s members.
The Guild of Stonemasons and Carpenters
A thoroughly stolid association of hard
The Industrious Society of
laborers and workers, this guild is home to
Newswrights, Printers and Authors
those who craft structures with any mate-
A recently-founded guild, the Indus-
rials (not just stone and wood as its name
trious Society is the home of those who
suggests). There is a degree of internal
make the printed word their vocation.
strife throughout the guild, however,
Primarily a guild for those with access
as it tends to be run by a small
to printing presses, it includes
circle of architects, who form their
many of the finest bookbinders
own community outside the gruff
in Aldis, as well as almost every
company of the rest of their guild-
news-sheet printer in the city
mates. The symbol of the Guild
and beyond. While it is techni-
is a builder’s square, generally
cally open to authors, it is only so
stitched into aprons and vests,
in order to include the rare author
although many of its tougher
that owns their own printing press. Their sign is a silver
builders have the symbol
amulet depicting a quill behind a single printing block.
tattooed on a forearm (the rest

11
and form close friendships and relationships that often
Education last them their whole lives. Children in a cohort are given
frequent opportunities to interact with the other children in
Every child in Aldis is not only permitted to receive an their school, however, as schools often hold athletic, artistic,
education, free of charge, but it is a legal mandate that and academic events meant to give them opportunities to
they do so. Indeed, the Crown ensures that those fami- socialize and excel at what they are skilled at.
lies who might ordinarily need their children to help with A given educator remains with that same cohort year after
labor during this period receive aid, whether in the form of year, teaching them as they grow. This allows an educator
convicted (non-dangerous) criminals assigned to work with to learn the personalities, strengths, and limitations of their
them, or laborers hired by the Crown or nobility on their students early, and use that understanding to ensure they
behalf. This extends even to residents who are not citizens. receive the specialized and specific educations they may
Those who travel a great deal, such as the Roamers, are require. An educator is not expected to do all the educating,
not required to keep their children in these classes, though however—they frequently bring in assistants and specialists
the Crown does require Roamer clans and other nomad who help teach the cohorts in small, individualized groups.
groups of a certain size to have an educated mentor among Each school is also assigned an adept with the skills
their number whose responsibility it is to teach their chil- necessary to teach youths who manifest arcane talents. This
dren. The Crown pays for the formal education of that educator, referred to as a docent, forms a sort of meta-cohort
figure to ensure that Roamer culture is uninterrupted in its made up of the students with such talents. If there are too
traditions—the Sovereign would add to it, not change it. many for one docent to instruct ably, the school may be
assigned multiple docents, each of whom forms their own
Schooling cohort. These lessons are primarily about control, although
students with full adept potential may receive additional
The city of Aldis maintains a number of schools throughout individual lessons intended to awaken their arcane gifts.
its wards. Some are simple multi-room buildings, while Basic education lasts for around six years, from the
others may include a small playground for children and ages of six to ten until about twelve to sixteen. Formal
several buildings’ worth of space. Regardless, they share a apprenticeships are not legally permitted to begin until
similar personnel structure: a dean who oversees the func- the apprentice has finished basic education, and those
tioning of the facility and acts as mediator with the Crown’s students who do may be eligible for part or all of their
educational bureaucrats, along with a staff of educators. apprentice-prices to be paid for by the school itself, partic-
An educator is usually assigned a single cohort of a ularly if their parents cannot afford the price. Alternately,
dozen or so children, usually first-year children (who range those who do well in school may find themselves eligible
in age from six to ten years old). Cohorts frequently bond for admission into the Royal College, and those with great

12
Introduction
promise but economic limitations may find the Royal Many of these libraries even provide memberships that
College willing to give them a space to learn despite the permit books to be checked out, allowing them to be read
inability to afford it. in leisure hours at home rather than in the library proper.
All of these memberships are acquired through sponsor-
The Royal College ship from another member, who is expected to take the
lead in recovering any texts that are out for too long. Lost
or damaged books that go unpaid for result in the library
Because the minimum age to attend the Royal College
revoking the membership of the person who checked it out,
is fifteen, students who begin their educations young
plus the possible revocation of sponsorship rights from their
often receive a small break between the end of their basic
sponsor. In some extreme cases, the sponsor’s membership
education and the beginning of their time at college. Those
might be revoked as well. There is even a small College-
whose parents can afford it sometimes fill this time with
sponsored cloister of so-called “knights-scrivener” who can
specialist tutors intended to sharpen their child’s educa-
be deployed by any of the city’s libraries to recover particu-
tion and help them stand out in college. Most children who
larly rare or valuable books from any borrower.
have this time, however, simply assist their parents with
Besides the libraries, the prevalence of printing presses in
their own vocations or help out in other ways at home, or
Aldis and beyond ensures that much of the population has
take on odd jobs for their families, friends, and neighbors.
plenty to read. Even small villages often have at least one
Collegiate learning is individualized, without cohorts.
printer, who purchases manuscripts from authors with the
Most professors teach small clusters of students at a time,
right to print and sell them. The city of Aldis, in contrast,
offering lectures on a variety of topics. Such lectures take
has literally dozens of these shops. Successful printers may
place regularly each week at the same time and day, but
maintain a shop or even several book-stands throughout
form only half of a student’s education.
the city, manned by shopkeeps who sell the books. Smaller
Each student is expected to secure themselves a mentor.
printers frequently hire book-carts to travel through the
New students must choose senior students for this task, and
city, hawking their wares. These publications are usually
senior students vie for the favor of a professor. Every year,
either small octavo-sized books or simple paper-bound
each student is expected to submit projects of various sorts,
folios. Gossip, news, and fiction are all favored contents,
depending on their education. These projects are expected
with steamy romances and tales of daring adventure at the
to encompass what a student learns from their lectures, and
top of the list of interests among Aldis’ readers.
are put together with the guidance of their mentor.
At any time, a student may submit a request to be tested in
a field of learning. There is no penalty for the student if they
fail this exam, but it is always a mark against that student’s
Medical Needs
mentor if this happens. Failure almost always results in the
Over and above the benefits of its disease-preventing jade
mentor asking the student to find a different mentor, and
seals, all residents of Aldis have the right to receive medical
lackadaisical students can reach a stage where no mentor
care—not just in the case of injury or illness, but on an
will accept them. At this point they will undoubtedly need
ongoing basis. This is accomplished through the Compas-
to do something dramatic to gain the favor of a mentor, or
sionate Sodality of Well-Being, as the guild of physicians
simply leave the College altogether.
and healers is called in Aldis. The Compassionate Sodality
Fortunately, this is a rare occurrence. By and large, the
maintains chapter houses throughout the wards of Aldis,
system, while somewhat chaotic, fosters an environment
which act as clinics and hospitals. There are almost two
where students are permitted to focus on the parts of their
dozen of them, ranging in size from singular buildings with
disciplines that most interest them, while still being expected
several examination rooms to large hospital complexes that
to demonstrate a general grasp of the overall course of study.
allow comfortable care of the injured, diseased, and dying.
A few larger cities in Aldis have adopted this style of
Literacy medical system, though most places still operate in the tradi-
tional way, with each physician or healer acting as their own
As a result of this broad education, literacy is higher in Aldis agent and seeing those who come to them with their ills.
than in any other known nation. By and large, illiteracy is It is also worth noting that the medical treatment avail-
found only among those who have recently come to Aldis, or able to Aldin-folk reflects the society of Aldis. Women are
who have disabilities that impact their ability to learn to read. granted full control over their reproductive health, with a
Aldin-folk are among the most widely-read of popu- combination of herbal, alchemical, and arcane methods to
laces. The library at the Royal College (which allows visi- stymie or encourage pregnancies, alleviate the discomfort
tors to read but not remove texts) is not the only library in of menstruation, navigate the symptoms of menopause,
Aldis, either—several charitable organizations and wealthy and many other interrelated issues. Likewise, laevvel-folk
sponsors have founded other reading libraries throughout have options in Aldis that may be lacking elsewhere, with
the city, providing citizens with access to a larger body of plentiful means herbal, alchemical, and medical to help
written material than they might otherwise have. facilitate transition.

13
Introduction
Additionally, while Aldin medical knowledge has not
yet reached the point of understanding of what we call the
Legal Matters
germ theory of disease, they do understand the connec-
tions between cleanliness and contagions. The rule of law is upheld as the foremost political virtue
in Aldis, so much so that even the Sovereign is bound to
Reckoners follow it properly. All folk in Aldis—wealthiest to meanest,
from native Aldin to those who are merely visiting—are
considered to be bound equally under the law, and must
The most common sort of Compassionate Sodality agents
answer for any violation of that law.
are its reckoners—healers skilled in using a combination
of interview, physical examination, and in some instances
arcana, to diagnose what is wrong with a patient. Reckoners
Aldin Watch
are well-trained, but are considered to be at the earliest
stage of healer training in the Sodality, since their diagnoses The City Watch of Aldis is technically a branch of the
are almost always backed up by more experienced healers. Sovereign’s Finest. It is led in its day-to-day operations by
Reckoners are traveling healers, making appointments a small council of Ward Officers, made up of one senior
and journeying to the homes within their area of opera- envoy for each of the wards. Each Ward Officer commands
tion. The ideal is that each citizen receives a visit from a small group of Senior Watchfolk who act as detectives,
a reckoner once a season, but in some areas this may be focusing on individual crimes or criminal organizations.
stretched to six months or so. The reckoners keep careful Each city ward has a dedicated Ward Office that serves as
records, allowing them to recall who has or has not been a “police precinct” for that part of the city, with offices for
visited in a while. As a result, they frequently know a lot Watchfolk and the Ward Officer plus an armory, a patrol
about the folk in their areas. It is not uncommon for those assignment room, and anywhere from a half-dozen to
who are feeling unwell to flag down their local reckoner two dozen gaol cells, where lawbreakers are held when
or pop in to the reckoner’s favorite tavern at day’s end to captured by the Watch.
steal a moment or two of their time. Under the Senior Watchfolk are the Patrol Watchfolk,
Many reckoners go on to become full healers or phys- investigators with patrols in their assigned wards. Watch-
folk frequently command divinatory talents, whether
icks in the Sodality, but some remain in this position for
natural or from specially-enchanted Watch-badges. The
the whole of their careers, whether due to an inability to
specific visionary arcana they use vary widely by the
pass the subsequent tests or a preference for being out in
job, but Watchfolk are quite skilled at employing them in
the middle of the city, rather than sequestered away. If a
surprising ways, and they do not rely solely on arcana.
reckoner diagnoses a simple medical concern, they can
Part of their training is in reading people and assessing
recommend a treatment from an apothecary, but most
locations, often drawing extraordinary conclusions about
only do this if it is abundantly obvious what the issue is. If
them as a result. It is of little surprise that the Crown
there is any doubt whatsoever, the reckoner immediately
sometimes promotes experienced Watchfolk to act as spies
arranges for a visit to a chapterhouse for the patient.
thanks to their training and experience.
As part of their regular duties, three to seven members of
Chapterhouses the Aldin Guard are assigned to assist each ward’s Patrol
Watchfolk. These Guardsmen act as support and aides to the
The chapterhouses of Aldis provide a worthy concentration Watchfolk, a task which keeps them from the drudgery of
of those skilled in medicine and healing for those who truly being soldiers in want of a war, as well as broadening their
need it. Though anyone may come to a chapterhouse if they general training. Most simply serve their patrol rounds and
feel ill, most folk are referred by their reckoners, meaning that then go back to the Guard, but those who show an affinity
most people are in attendance because their condition has for it may be permanently recruited as Patrol Watchfolk.
been verified to require the attention of the resident healers. In addition to these patrols, Ward Officers and Senior
Physicks are those who are trained in the knowledge Watchfolk are empowered to request additional or
of medicine, often with the aid of the apothecary’s arts. specialist assistance from the Sovereign’s Finest. Such
Physicks can treat a great many illnesses and long-term assistance is usually focused on solving a particular crime
ailments, and are even called upon to use their arts for or undertaking a given mission to flush out a wanted
patients receiving arcane healing—a broken bone must criminal or organization.
often be reset by a physick before a talented healer uses
their art, to ensure the cleanest result possible. Court Matters
All chapterhouses maintain a number of rooms, usually
on the ground floor, for examination and treatment. Floors One of the tasks Aldin nobility is charged with is the judg-
above usually have rooms for those who require long- ment of legal cases. It is for this reason that they must
term treatment or who need to wait for a specialist of some be well-educated in both law and history: precedent is
kind to arrive. important, as is understanding the philosophies by which

14
Introduction
Aldis’ laws are formulated and codified. Within the city of
Just the Facts, Citizen
Aldis and its immediate environs, each noble is expected
to serve as a judge over criminal cases for five days out Needless to say, the Watch can
of every month, although many nobles with a talent and provide a street-level view of the
temperament for such tasks serve quite a bit more. Only ills that plague even the great city
those on the Noble Council are exempt from this service, of Aldis. An entire campaign where
although a few of them still serve the minimum five days the player characters are members of
as a worthy example to their peers. the Watch has tremendous promise,
When there aren’t sufficient nobles to serve all the cases particularly for lower-level characters,
under examination, or when a case involves one or more who may then go on to achieve posi-
nobles themselves, it falls to envoys of the Sovereign’s tions in the Sovereign’s Finest or other
Finest to act as judges. Unlike nobles, the Finest’s envoys Crown-sponsored organizations.
are not required to undertake any particular number of Because of the Watch’s tendency
days of judicial service. Despite this, quite a few envoys to request aid from specialists in the
are skilled at the task, and volunteer to oversee cases as Sovereign’s Finest and other allied orga-
part of their regular service. nizations, such a campaign isn’t a require-
Many outlying settlements use noble-appointed magis- ment to tell some policing stories in Aldis. Envoys, priests,
trates to arbitrate court cases, but the city of Aldis has a specialists from the Royal College, guildsfolk, and others may
more-than-sufficient concentration of nobles and envoys be drawn together by a particularly sticky mystery facing the
to serve in this capacity. By and large, nobles preside over Watch, and experienced player characters with well-estab-
all cases involving murder, treason, or sorcery; magistrates lished reputations may find themselves being called upon to
are empowered to deal with all other cases. Rulings may aid the Watch in dealing with their particular specialties.
be appealed to the local noble or, ultimately, the Sovereign
(which is, in practice, overseen by a senior envoy).
While the law is held to be important, judicial cases Violent criminals are kept confined during this time of
do not always rule in accordance with it. Unlike in some treatment, while those who have committed lesser crimes
nations, when the word of law is judged to be need- may be kept under house arrest. Aldin justice recognizes that
lessly cruel under a given circumstance in Aldis, it is not the criminal’s surroundings can contribute to their return to
followed to the letter in order that folk are not made to crime just as readily as any internal impetus. Those who feel
suffer in support of it. Nobles and envoys are empowered that their living conditions may incline them towards further
to declare an exception to a given law when enforcing it infractions—whether out of poverty, the influence of their
would clearly be detrimental to everyone involved. peers, familial stress, or other similar circumstances—are
often offered an “out” from their current situation.
This is frequently an offer to take up a position or vocation
Punishments in a settlement far from the criminal’s former haunts, where
they can get a fresh start, usually in the domain of a noble
Philosophically, Aldin justice does not focus on retribu- who needs such a position filled or is willing to provide
tion. It favors recompense, reform, and rehabilitation. one. The Crown has also founded a few small villages made
A judge—be they noble, envoy, or magistrate—hears up entirely of criminals seeking to start new lives for them-
the details of a case. If it is not cut-and-dried, they may selves, overseen by their psychic adept healers and a variety
decide on the need for a trial. The judge ensures everyone of skilled craftsfolk willing to teach them new vocations.
involved has an advocate, a vocation made up of those The system is not perfect. There are those who refuse
who have studied the law extensively and are prepared to a mind-healer’s aid and who seek to escape the law they
speak on their client’s behalf. feel seeks to oppress them. Such folk are given time away
During the trial, an adept truth-reads those who testify. in confinement, where they speak regularly with a mind-
Thanks to the ease with which the truth can be separated healer. After a period of confinement, they are released,
from lies, such trials are often swift. If the end result is a with the understanding that they are now under careful
conviction, the judge determines both the compensation observation. These folk often flee society altogether,
the aggrieved party is due, using a system of calculations ending up as members of the bandit gangs at Aldis’
encoded in the law, and the best method for aiding the borders. It is considered a tragedy, but better an imperfect
convicted party’s reform. system that treats criminals with compassion and grace
The convicted person is usually offered the services than a “perfect” system which brutalizes all of them.
of the finest psychic adepts, willing to use their arts to Finally, those who simply cannot adapt their behaviors
plumb the criminal’s psyche to find the source of their to Aldin society may be forced into exile, their bodies
antisocial urges and so aid them in dealing with them. marked by the Hart’s Hoof as a warning to Aldin-folk
These services must be done with the criminal’s consent, everywhere. More than a few of the bandits found on the
however—violation of this is an act of sorcery, after all. periphery of civilization bear these markings.

15
n many regards, the history of the city of Aldis is the Lake Vash founded a town on the hill overlooking where

I history of the nation that bears its name, for Aldis has
been at the center of civilization—and therefore the
center of history—for more than a thousand years. The
the river flowed into a deep lake. In the old language, it
was named Aldis—“our home”—and it became a place of
trade, exchange, and meeting between villages. Over the
great triumphs and tragedies of generations are written generations, more and more people relocated to Aldis,
upon the city’s streets, facades, and monuments. They which eventually supported a variety of skilled crafters
strive to remember not only the achievements of their and artisans, and a council was appointed to govern
ancestors, but also the terrible reign of the Sorcerer Kings the town’s increasingly complex needs. The small town
when Shadow lay heavily upon the world, as well as the continued to grow over the slopes of the hill and down to
sacrifices and heroism of those who finally cast it off to the shores of the river and lake, becoming one of the first
restore light and hope to the world once more. great cities. Although the people of Aldis heard occa-
sional stories of fair Austium in far-off Faenaria, so far
The Founding as they knew, Aldis the Beautiful was the greatest city in
the world.
& the Old Kingdom
Most of the Old Kingdom’s records and archives did not
The Growth of Aldis
survive the reign of the Sorcerer Kings, or the Great Rebel-
lion that finally overthrew them. Much of what is known In time, Aldis became a city of learning, as the craft and
of Aldis’ founding and golden age is steeped in legend, artistry integral to its founding led to greater prosperity
gleaned from oral histories passed down through family and opportunities for scholarship. In particular, Aldin-
lines during the dark interregnum. Scholars happily pore folk delved deeply into the arcane arts. What was once the
over unearthed artifacts from the time before the rise of province of simple village wise-folk and cunning-crafters
Shadow in the hope of reconstructing and expanding became codified bodies of knowledge and training. Aldin
knowledge of the ancient world. adepts exceeded the powers and achievements of all
According to tradition, about 1,500 years ago, small others in the known world, save perhaps for the myste-
settlements along the great Rose River and on the shores of rious Seers of Austium.

18
Chapter 1: The History of Aldis
Where the People of Fate excelled in the visionary arts, Binder Mountains. It was there, in the rocky and barren
Aldis mastered nearly all the others, in particular the lands to the north, where they made a great discovery.
meditative, psychic, and shaping arcana. Aldis’ standing The first shas crystals were little more than curiosities,
as a city of learning spread, drawing students and scholars stones resonant with arcane energies, but Aldin adepts
from far and wide to study there. Aldis’ reputation as a soon discovered the stones could focus their arts. Study
city of prosperity spread as well, occasionally drawing and experimentation showed the crystals—found in many
bandits or would-be conquerors to its borders. But brave places across the world, but in greatest abundance in the
Aldin soldiers and powerful adepts fended off any such cold northern mountains—had tremendous potential.
attacks, making it clear to those who saw Aldis as easy Shas crystals could contain, amplify, and redirect arcane
prey that they were sorely mistaken. energies unlike any other medium. Soon, mining outposts
The council first formed to govern the town of Aldis and operations appeared all along the northern mountains
became the renowned Council of the Wise, made up of the as a great “crystal rush” flowed southward towards Aldis.
greatest minds from every discipline, tasked to implement With this resource at their disposal, Aldin adepts could
learned decisions and to guide the continued peace and achieve miracles to rival the legendary powers of the gods
prosperity of the city and its people. According to legend, themselves!
it was the Council that first created the envoys of Aldis, to Aldis and its alliance underwent a great arcane revolu-
extend the city’s reach beyond its borders. They reasoned tion through the use of shas crystals and more complex
that a network of peaceful affiliations based on mutual arcana. Master adepts built increasingly complex engines
trade, exchange, and protection would help secure Aldis and devices, and learned the secret of tapping into well-
and expand its achievements. So, envoys were sent out, springs of arcane energies within the land itself. For
carrying greetings and offers of alliance. generations, the discoveries and artifice of Aldis seemed
boundless. The master adepts created the means to purify
and move water without any mortal agency, to fill homes
The Aldin Alliance and buildings with warmth and light, to purify and guard
against disease and toxins, and many more wondrous
Much like the founding of the first humble town led to gizmos and gadgets to ease the lives of the people. They
the creation of the great city, so the work of the envoys raised structures shaped from stone, earth, and glass that
cast a wide net, turning a loose coalition of towns and flowed like water at their command, and extended arcane
villages into what would become a great nation. The networks of communication further than ever before.
influence of Aldis the Beautiful spread outwards like They created wagons that moved without horses, ships
ripples, welcoming nearby settlements, towns, and even that sailed without any dependence upon the wind and,
city-states into its fold. As new parts of the alliance pros- in time, vessels able to sail across the skies themselves.
pered, their more distant neighbors were drawn to join
them, or driven to attack out of fear. Aldin envoys sought
to quell such misgivings and to offer the hand of friend- The Kingdom
ship wherever possible. When it was not, they instead
helped to defend the expanding border and to protect
of the Rose
newfound allies.
Aldis also forged ties among the diverse peoples of the The tremendous growth and prosperity of the Aldin
world. The sea-folk dwelling in the shallows of Lake Vash Alliance drew even more attention to its achievements,
were the first; allies of the original small lakeside villages, enhancing both the desire to become a part of it and
and later a part of the founding of the town on the hill concerns over the power of Aldis the Beautiful and its
overlooking their homes. They helped Aldis to become people. Envoys were kept busy negotiating new member-
a valued port along the Rose River. The more reclusive ships and treaties, gathering information on new chal-
and mysterious vatazin and rhydan came later, although lenges, and fending off new menaces. However, few could
a scattered handful of rhydan were always present. Their now threaten great Aldis, whose sky-ships could rain
natural affinity for the arcane arts enhanced the insights down fire from above, and whose adepts could touch the
of Aldin adepts and scholars, while the rhydan and minds of those an ocean away.
vatazin were in turn drawn to Aldis by opportunities Under the increasing challenges of governing such a
to study and appreciate all that the enthusiastic human rapidly growing and changing nation, the Council of the
adepts were discovering. Wise ordained a strengthening and formalizing of previ-
In time, the Aldin Alliance spread across the peninsula, ously loose ties. The Aldin Alliance gave way to a new
reaching out from Trident Bay in the west to Basketh Bay emblem and ideal: a red rose with rings of petals repre-
in the east and spreading out onto the planes of Rezea and senting the lands and peoples surrounding the great
Sanisan, with the city of Aldis ever at its heart. Alliance central city, which lent its name to the new nation of Aldis,
envoys even ventured north, exploring the sylvan depths Kingdom of the Rose—no longer a loose alliance of inter-
of the Pavin Weald and the snow-covered passes of the Ice- connected places, but one great nation.

19
The Fall of The Empire
the Old Kingdom
of Thorns
During the heady glory days of the Kingdom of the Rose, Some mark the Old Kingdom’s use of shadowgates as the
it must have seemed as if the expression “no shadow beginning of the end for the Kingdom of the Rose, but the
ever falls upon Aldis” was actually true. The citizens of truth of the matter is, those arcane wonders cannot be held
the great city and its nation might have believed they responsible for their eventual misuse. True, the shadow-
would go on as they were forever. Certainly, there were gates opened up never before seen opportunities, but their
fewer and fewer challenges to the kingdom’s continued use was initially benign, allowing people, goods, art, and
growth and peace. Nearby lands like Kern, Jarzon, Rezea, lore from across the worlds to come to Aldis—the city at
and Drunac were incorporated into the Kingdom and the center of all things—and for the wonders of Aldis to
emissaries forged peaceful alliances with more distant likewise spread across the world.
nations like Faenaria, Lar’tya, and Wyss. The masters of The true beginning of the end for the Kingdom was
the arcane academies in Aldis delved deeper still into the when the people—particularly the rulers—of Aldis fell
secrets of nature, further than anyone had done before, out of harmony with the world around them. Seemingly
and they made another great discovery. endless prosperity and success led to complacency and
Although Aldis’ sky-ships extended their nation’s reach arrogance. Although travel across the known world was
further than any other, even those vessels had their limits. swifter than ever, distant places and people became less
Then Aldin adepts discovered the principles of the shad- and less important to the great, eternal city. It became
owgate. These arcane constructions—rings of arcane dark- ever easier to strip faraway lands and people of their
steel set with shas crystals—could bend and twist space goods, resources, and luxuries to satisfy Aldis’ endless
itself. One could step between connected shadowgates, hunger for the new and exotic, ignoring any protests as
crossing a nation—perhaps even the world—as quickly they did so.
and easily as stepping through a doorway from one room Some of those protests came from the rhydan, never
to another. What was more, there was potential in the entirely comfortable with all the artifice and ambition
shadowgates to open the way to other worlds, beyond of humans. The great and noble griffons warned against
Aldea itself! If any counseled caution in using the shadow- endless mining in their high mountains and filling the
gates or exploring the roads they opened, their words are skies with ships, while the wise unicorns counseled that
lost in the depths of history and the chaos that followed. the wild lands be left untouched to preserve the balance

20
Chapter 1: The History of Aldis
of nature. Their advice was not heeded, and tensions grew placed a bounty on the heads of all such “enemies of the
between the rhydan and the other peoples of Aldis. Like- Empire” and they were ruthlessly hunted throughout the
wise, many vatazin warned of visions clouded with dark- lands controlled by Aldis, and beyond. Corrupt folk and
ness and filled with fire and the shadow of death. Their darkfiends stalked and slew them and, within a genera-
predictions were also ignored, or taken as yet more reason tion, the rare vatazin were wiped out. The surviving
for Aldis to secure everlasting peace for the world, to rhydan fled to the distant and wild places of the world
prevent such tragedy. and concealed their true nature from the two-legged
The most learned of the great city’s adepts, suppos- peoples to protect themselves. Within just a few genera-
edly the most wise and powerful, failed to harken to the tions, they became little more than folk legends, since no
warnings of their peers and their own lore, and delved too human could claim to have ever even seen a rhydan—at
deeply. What is more, they abused their arts, studying and least not knowingly. The rhydan hid, watched, waited,
experimenting with sorcery. Whether they began with the and planned.
best of intentions, naively believing they could illuminate The city of Aldis became the heart and jewel of the
the Shadow itself, or were overcome with a lust for power, new empire and was built up accordingly by its empress.
the end result was the same. Corruption seeped into the Delsha ordered the construction of the great wall that now
arcane academies like blood dripping into water, and runs between the Middle and Lower Wards to protect the
the scent of it attracted predators to a feast. Darkfiends city against invaders, as well as the creation of more mili-
whispered in the thoughts and dreams of those ill-fated tary barracks and a grand palace. Damaged and demol-
sorcerers, gliding half-seen through darkened chambers ished parts of the city were built over and forgotten. No
and halls. The rot at the heart of the Old Kingdom metas- one knows for certain just how many other things the
tasized, growing deep roots. dread empress built or changed in the city behind the
scenes, even to this day.

The Rise of The Shadow Wars


Delsha the Dark
Delsha’s empire was built upon fear, and could not last.
By the seventh century of the great city of Aldis, the Although the so-called “Eternal Empress” sought every
Kingdom of the Rose was already showing its thorns. means to extend her life and ruled for nearly two centu-
Dissent and rebellion in the outer provinces were brutally ries, death eventually claimed her. Her fellow sorcerers
suppressed with both force of arms and the powers of sealed her body in an arcane sarcophagus in a hidden
sorcery, with such incidents used as a further excuse for tomb, both to prevent any chance of her return from death
conquest in the name of peace. Enzaraldis—“The Peace of and to keep her grave from becoming a rallying point for
Our Home” in the old tongue—became the ironic rallying her supporters. Delsha never intended to release her grip
cry of the kingdom’s war-mongering faction. Political on power and so never chose a successor. Negotiations
alliances—and more sinister machinations like assas- over who would take up the throne quickly broke down
sinations—became commonplace, with more than a few and the most powerful of the so-called Sorcerer Kings
“mysterious” deaths attributed to poisoning, sorcery, or retired to their own domains to build up their forces and
the work of darkfiends. Justice became increasingly lax plot against their peers.
though increasingly brutal when it was enacted (and then There was a long and drawn-out silence, like the inhala-
only in service to the powerful). tion of breath before a scream of terror. Then the Shadow
Onto this stage stepped Delsha Artanis, the leader of Wars began.
a secret cabal of ambitious sorcerers. With the aid of a The Sorcerer Kings forged alliances, then launched
legion of bound darkfiends, they staged a coup to over- attacks against their rivals. The Empire of Thorns frag-
throw the weakened and corrupt Council of the Wise and mented into individual kingdoms: brutal, totalitarian
seized control of Aldis and the kingdom, particularly the fiefdoms devoted to serving their ruler and conquering
network of shadowgates. These allowed Delsha’s coup to their neighbors. During the whole of the Shadow Wars, as
spread like a plague, taking control of nearly the whole different Sorcerer Kings waxed and waned in power, the
of the kingdom within a matter of days. The victorious city of Aldis remained largely outside the fighting. Seen
Delsha declared herself the Eternal Empress of the new as a great prize by all the sorcerers, none wished to risk
Empire of Aldis, which became commonly known in uniting the others against them by overextending their
history as the “Kingdom of the Blood Rose” or “The reach in moving on Aldis. So, the city remained largely
Empire of Thorns.” “neutral ground,” a useful place of truce and negotiation
Some elements of the once great Kingdom of the Rose between the Sorcerer Kings. It also spared Aldis—and
opposed Delsha’s rise, notably the rhydan and the vatazin, parts of the Central Valleys—the devastation suffered by
but they were already weakened by years of being pushed places like Falzanoth (now the shattered ruins of the Levi-
to the outskirts of Aldin society. The Empress immediately athan’s Teeth).

21
Chapter 1: The History of Aldis
Nevertheless, many of Aldis’ great treasures were The Liberation of Aldis
looted in the wake of Empress Delsha’s death and the
start of the Shadow Wars. Countless arcane treatises and
Although Aldis was not under the direct control of any
grimoires vanished from its libraries, and priceless works
of the Sorcerer Kings, the miraculous appearance of the
of art and wonders of the Old Kingdom disappeared into
Golden Hart in a plaza outside the old palace caused the
the vaults and personal collections of the Sorcerer Kings.
people of the great city to shake off their lethargy and
What marvels the sorcerers could not take, they destroyed
despair. Here was a spiritual power of shining good-
to ensure they did not fall into the greedy clutches of their
ness, arriving at the hour of Aldis’ greatest need. The
rivals. Centuries of achievement were wiped out in little
Golden Hart shrugged off any effort by those loyal to the
more than a generation, and much more was lost in the
Empire of Thorns to kill or subdue it and left them sense-
decades that followed.
less on the ground, bearing gray hoofmarks on their
faces and bodies. What’s more, the rebels and the Aldin
The Great Rebellion people quickly learned those in the Hart’s presence were
shielded against the baleful arts of sorcerers. The Hart’s
bright golden aura dissolved their foul arcana like ice in
So it was that Aldis, which had been the seed of the
an inferno. Aldis was quickly liberated and became a free
Empire of Thorns, became the only “free city” in a world
city in truth.
endlessly at war; the sole haven where a rebellion against
With the aid of the rhydan—including the noble griffons
the Sorcerer Kings could gather strength. Small and
and unicorns—and the power of the Golden Hart on their
ragged uprisings against the Sorcerer Kings cropped up
side, the Great Rebellion rose up like a tidal wave and cast
with increasing regularity as the Shadow Wars dragged
off the chains of the Sorcerer Kings. The rebel spark spread
on endlessly, as people who had known only war and
quickly, even to places far from Aldis, and the Golden
oppression for their entire lives felt they had nothing
Hart seemed to be everywhere at once. With darkfiends
to lose in fighting back. These uprisings were brutally
rebelling and a newly liberated army attacking on every
suppressed and only rarely successful, except as catspaws
front, the fiefdoms of the former Empire of Thorns fell
for the other Sorcerer Kings, who might support rebels
quickly. Save for distant Kern, ringed and shielded by the
against a rival only to crush their weakened enemy and
high mountains, the Sorcerer Kings were no more.
the “victorious” rebels in one fell swoop. Aldis occa-
Although Aldis was, in many ways, the heart of the
sionally suffered damage when the forces of one of the
Great Rebellion, the city saw little in the way of conflict
Sorcerer Kings rooted out rebels with brutal efficiency,
once it was free. The remaining Sorcerer Kings were
preferring to simply destroy entire buildings to ensure
unable to launch an assault on the city itself, and it quickly
their enemies were no more, regardless of the loss of
became clear that the Golden Hart appeared wherever the
innocent life. No rebel movement survived long enough
rebels did and was not tied to the city. Thus, Aldis was
to become a true threat, not even in Aldis.
spared the worst of the succeeding battles and survived,
The turning of the tide came when a new rebellion
while not unscathed, certainly unbroken and unbowed.
began, not among the human subjects of the Sorcerer
Kings, but among their darkfiend servants. Vast armies of
darkfiends were summoned, bound, and set against the
sorcerers’ foes during the Shadow Wars. Now, many dark-
Aldis Rises Anew
fiends suddenly broke their bonds and turned on their The city of Aldis and the Central Valleys became a haven
former masters. The devastation was massive, resulting for refugees following the end of the Great Rebellion, and
in the complete destruction of strongholds like Veran-Tath many returned rhydan also settled in the area. Seltha,
(now the Veran Marsh) and the retreat of many Sorcerer a human leader in the city of Aldis, reached out to the
Kings, leaving large parts of their domains ungoverned. rhydan and proposed a new alliance where they would
The darkfiend uprising was the opportunity the belea- have equal citizenship and voice in matters of governance,
guered resistance movement against the Empire needed, and where their wisdom would be heeded. The rhydan
and it began to draw strength from those now flocking to accepted, and the Golden Hart appeared once again. The
its banner. Hart gifted the people with the Blue Rose Scepter and
The ranks of the rebellion swelled, not just with chose Seltha as the first Sovereign of the reborn nation of
humans and the scattered half-human descendants of Aldis, which would become known as the Kingdom of the
the vatazin, but also with the rhydan. The allied rhydan Blue Rose.
operated in secret in the Empire and the city of Aldis, Queen Seltha established the essential framework of
making contact with rebel groups. The reappearance of the new Aldin government, with a bipartite Sovereign’s
the rhydan was no coincidence, as they arrived in time Council made up of representatives chosen from the
for the auspicious event that changed the course of the rhydan and a new body of nobles. Through the power of
rebellion and the history of Aldis forever: the appearance the Blue Rose Scepter, Queen Seltha instituted a selection
of the Golden Hart. process whereby the nobles of the new kingdom would

22
undergo training and tests of their skills and abilities King of Kern, launched an invasion across the Ice-Binder
before taking the final test of worthiness, the touch of Mountains into Aldis. In a true test of Aldis’ resolve and
the Scepter itself, which glowed to show true devotion to strength, the forces of the Kingdom of the Blue Rose were
the Light and service to the people. In Aldis, governance able not only to hold Jarek’s army at bay, but also to infil-
would remain a sacred calling to serve. Gan Falish, one of trate Kern and foment rebellion there. This resulted in the
the leaders of the rebellion, became the first to undergo desertion of many of Jarek’s troops and the recall of his
the Scepter’s test and be accepted as a new noble of the forces to quell uprisings in and around Sarn.
kingdom, and his family would have a long history of The value of small, dedicated teams of envoys became
service to Aldis and its people. clear during the Kernish Invasion, and Karthakan’s
Seltha’s successor, Queen Varti, known as “Varti successor, Queen Allia, formalized the practice of
the Builder,” was responsible for much of the modern entrusting them with the safety of the kingdom. She
architecture of the great city, including the restored and ordered the formation of the Sovereign’s Finest, “those
expanded Royal Palace, the Azure Plaza commemorating with the skills and abilities to serve as Aldis’ senses and
the appearance of the Golden Hart, the Noble Assembly, our voice in the world and, when need be, as our shield
and the sacred Temple of the Eternal Dance, to name but and our sword as well.” They were called envoys in recol-
a few. With the arcane skills of shapers and the finest lection of the legendary emissaries of the Old Kingdom,
of crafters, great works were begun and accomplished and the Finest fired the hearts and imaginations of a
during the twenty-one years of her reign. The first queens generation of romantic young Aldin-folk, who dreamed
and kings of the Blue Rose were tasked with restoring of becoming worthy of joining their ranks.
the rule of law and peace in the lands surrounding Aldis, The Finest quickly proved their worth when Aldis
as well as rebuilding much of what had been damaged renewed contact with Jarzon, the part of the Old Kingdom
or destroyed by the Empire of Thorns and the battles to that now lay beyond the almost impassable Veran Marsh.
overthrow it. The theocracy that ruled Jarzon took Aldis’ embrace of
arcana and folk such as the rhydan and night people as
a threat and launched an attack. The valiant efforts of the
The Sovereign’s Finest envoys and the unpredictable arcane nature of the marsh
blunted the attempted invasion, and Aldis was able to
More than thirty years after the Great Rebellion, during establish an uneasy truce. A slow exchange of Jarzoni
the reign of King Karthakan, the fourth Sovereign of Aldis, and Aldin merchants, traders, and envoys began crossing
the legacy of the Sorcerer Kings stirred: Jarek, the Lich the vast swamp between the two nations. Aldis began to

23
Chapter 1: The History of Aldis
contend with proselytizing priests from Jarzon as well as the hands of a single family, the people had almost come
a small number of refugees fleeing the Theocracy, another to expect a Falish Sovereign, until the unexpected reign
sticking-point in ongoing diplomatic negotiations with of Queen Jaellin, a relative outsider to life in the city of
their eastern neighbor. Aldis and the fourteenth and current Sovereign of the
Kingdom of the Blue Rose.

The Guild Council Jaellin’s Challenges


King Rikin, often remembered as “The Seventh Sover-
eign,” had his work cut out for him when he was chosen. The nigh-twenty years of Jaellin’s reign have seen many
His predecessor, King Valin the Tainted, was the only challenges, including Jarzon’s widely-preached “concern”
Aldin Sovereign thus far removed from office, after for Aldis’ “corrupt ways” and the dangers they pose to
a reign of only four years, due to his corruption by a the Theocracy, as well as constant diplomatic work to
tempter darkfiend. Rikin was responsible for rooting out maintain friendly ties with Rezea and Lar’tya. Some in
malfeasance within the ranks of the Noble Assembly and the Noble Assembly wondered if the new, young queen
amongst the bureaucracy, as well as restoring trust in the were truly up to the challenge of governing, but Jaellin
governance of the kingdom. Part of the process of doing surprised them, winning both the respect of her coun-
so was addressing the concerns of the Aldin guilds, which selors and the affections of her people. She took up many
protested poor treatment under King Valin and agitated of the interests of Varti the Builder in restoring and beauti-
for a greater voice in government by staging a general fying the city, as well as patronizing scholarship, the arts,
strike throughout the city. Rikin negotiated the expansion and performance.
of the Sovereign’s Council, adding a Guild Council seat Queen Jaellin also proved a canny tactician when Kern
to be filled by a chosen representative of the kingdom’s rekindled hostilities with Aldis, launching a new inva-
economic and mercantile factions. sion some three years ago with the help of Lord Sayvin, a
Some modern scholars refer to “the Shadow of the traitor within the Noble Assembly. This allowed the Lich
Seventh Sovereign” as the unintended outcome of King King’s forces to slip into parts of Aldis undetected and
Rikin’s good works. Many trace the creation of the Silence stage a sneak attack. Jaellin’s response, taking the fight
to elements from King Valin’s reign, corrupted nobles and directly to King Jarek, is now the subject of songs and
others who were never fully uncovered, but instead “went plays, as is the dramatic battle and the destruction of the
silent” and used their influence to maintain their criminal Lich King.
enterprises in secret. Similarly, they attribute the forma- However, the Queen used questionable methods to
tion of the Shadow Guild to the formalization of the Guild reach Jarek’s stronghold in far-off Sarn: an ancient shad-
Council, which ousted certain undesirable elements, owgate, hidden beneath the palace. This revelation, as
forcing them (sometimes literally) underground, where well as Queen Jaellin’s marriage to the Kernish vata’sha
they continued to do business outside the law. rebel leader Kelyran after Jarek’s defeat, led some to
Almost three-quarters of a century after Rikin’s rule, question Jaellin’s good judgment. For her part, the Queen
King Issik, a scion of the well-known Falish family, admitted to not being as forthcoming as she could have
ascended the Aldin throne. After his sometimes trou- been about the presence and secret study of the shadow-
bled twenty-six year rule, Aldis enjoyed a century of gate, but she also challenged prohibitions regarding the
relative peace and prosperity under the reign of Good study or understanding of sorcery. “Are not the arts of
Queen Hulja—a vata’an who held the Blue Rose Scepter the physick equally able to poison and maim as well as
for seventy-two years—and her successor, King Haylin, to cure and heal? Yet we do not expect the physick not
who ruled for thirty-one years before perishing in a to learn the natures of herbs or how to wield a scalpel or
tragic accident. Both were also members of the extended lance. If we would protect ourselves against the Shadow,
Falish clan. After over 150 years of the Aldin throne in we must be willing to peer into it and face what is there.”

24
ocated in the center of Aldis, the High Ward is simple, blocky stone homes and the occasional modest but

L the oldest portion of the city, dating back to its


founding. The district serves as home for most of
the wealthy and influential members of society, as well as
respectable tavern. Those living in the area are predomi-
nately current or former members of the Aldin Guard and
Aldin Watch. On a related note, crime in Northpoint is
the Royal Palace, various guildhalls, and the Temple of the lower than anywhere else in the High Ward.
Eternal Dance.
H2
H1
Middleton
Northpoint
Middleton is a quiet and reserved neighborhood that has
The area now known as Northpoint was completely wiped gone through something of a change over the last seventy
out during the Great Rebellion when a fire swept through years. Once the home of tradesmen and accomplished
the neighborhood. The wooden walls and thatched roofs of artists, this district was dominated by small neighbor-
the old structures instantly went up in flames and the blaze hood businesses, along with simple slate and timber
spread quickly. During the early days of rebuilding, a tent homes. This style of home is still the most common in
city sprang up near the Old Wall and the North Tower. The the north and east portions of Middleton. However, in
population consisted of an equal mix of the newly home- the western and southern portions of the neighborhood,
less former residents and the these older homes are being
recently-formed Aldin Guard. torn down and replaced,
As Eastall was restored, nearly “T he Highest Hill, crowned in Light, typically with a miniature
all of the previous residents For this wonder, our forebears did fight. version of a manor home
moved there, leaving mostly To rise against Shadow, its Kings all thrown down, set within a walled garden
just the Guard. It took several T hat the Hart might gift us with Blue Rose’s Crown.” area. Lately, as the children
years, but Northpoint was in Gentle Rest grow into
eventually rebuilt with stone -Excerpt of the decidedly doggerel adults and find they’ve
walls and slate roofs. tavern song “Crowned in Light,” sung outgrown their old neigh-
Currently, the neigh- throughout taverns in the High Ward borhood, they’ve relocated
borhood is dominated by to Middleton.

25
Chapter 2: The High Ward
Moneylenders Guild Layout
Guildhall The imposing guildhall was designed to give those
entering the building a sense of strength and security.
A little over 125 years ago, the former The three-story structure was built to complement the
guildmaster, Bosthen Llain, announced existing stone and timber buildings in the area, but with
he was moving the Moneylenders’ the basic floorplan of a small fortress. The first-floor walls
guildhall from Highmark to Middleton are constructed of large granite blocks instead of slate, and
in order to give members and poten- the apparent plaster and timber walls of the second and
tial clients more space. In reality, his third stories are actually a shallow veneer covering more
keen business sense anticipated the rise of the neigh- blocks of granite.
borhood businesses and wanted to be sure the Money-
lenders Guild was front and center to provide services to Notable Characters
these up-and-coming entrepreneurs. In the years since,
his insights have proven to be worth quite a bit, as the The current guildmaster, Marnetta Savahn (see Chapter
Moneylenders Guild has prospered like never before, 8), is a polite, cultured, and well-respected woman with
bringing them great amounts of wealth and influence to negotiating skills that could barter the scales off a snake.
spend to their own benefit. A former Knight of the Blue Rose, Marnetta’s diplomatic
abilities and keen sense of valuation were
often relied on when working with village

High Ward 17. Silver Shields


Barracks
18. The House of the
Thousand Ways
councils, setting up outposts, dealing with
foreign military attaches, and even finding
19. Tegra’s Smithy compromises between feuding nobles.
1. Moneylenders Guild
2. Rothwell Manor 20. Rhydan’s Rest
21. Temple of the
Though many found it odd at first when
3. The Nest
4. Cerulean Playhouse Eternal Dance she joined the Moneylenders Guild after her
22. The Fellows of Lake
5.
6.
The Ballad & Blade
Jeusole’s Vash Guildhouse retirement, the guild’s prosperity leaves no
7. The Stacks doubt she made yet another solid deal.
8. Brewer’s Guild
9. Grand Guildhall
10. The Palace
11. Alaric’s House
Story Seeds
12. The Sovereign
3
13. The Trout’s Eye
14. Tarvenyl’s Tower 2 • Marnetta is deciding where security
upgrades are most needed for the
1
15. The Great Bank of Aldis
16. The Cockerel and Onion
La guildhall and is interviewing small
ke
W groups with the right skills to deter-
ar mine possible ways to overcome the
rd

4
5
d current protocols.
Wa

• Recently, the guild has detected highly


6
9
le

realistic counterfeit coins circulating


Midd

7
within Aldis. Is the purpose simply to
falsely enrich their creator, or is there a
10
13

more sinister goal?


11
12

Rothwell Manor
14 Residence
15
The Rothwell manor is
currently the home of the
22

17
youngest of Marcel Roth-
16 well’s three children, Regi-
nald. His eldest brother
18 is an envoy stationed to the
south, and his sister serves as a regional noble
22
near the Rezean border. Reginald spent his life
training for the test of the Blue Rose Scepter
19

20 and was quite confident he would follow in


his father’s and sister’s footsteps. When his

26
Chapter 2: The High Ward
fingers closed on the Scepter, there was only the barest several residential sections. The aftermath of the fire,
flicker from within. That devastating moment brought his combined with Aldis’ growing population, forced the city
entire life crashing down. People are still polite to him but to expand its borders. Without many options, the traders
most avoid his company whenever possible now, including and tanners followed suit and moved to the city’s fringes.
his father. This allowed for easier trading with the trappers since
they didn’t have to travel as far into the city.
Layout When the residential areas were rebuilt, quite a new
mix of people relocated here. Eastall is now an eclectic
The Rothwell manor is like many of the newer homes in neighborhood made up of artists and performers from
this neighborhood. A low brick wall topped with a wrought all walks of life, as well as students and faculty from the
iron fence rings the property, and a brick walkway winds Royal College and some of the younger members of both
through the garden to the house. A half-flight of steps the envoys and the Guard.
leads to the porch, which rings the entire first floor. White Most of the buildings started off as whitewashed stone
columns support the second-floor balcony, which mirrors but, as Eastall is now a neighborhood filled with artists,
the porch. A sitting room, kitchen, dining room, and study the walls were quickly covered with murals depicting
are located on the first floor, with bedrooms and private scenes from history, literature, and daily life in Aldis.
quarters occupying the second floor.

Notable Characters
The Nest
Secret Hideout
The bitter failed noble Reginald Rothwell (use the Elite
Noble, Chapter 8) is the epitome of the tall, dark, and The Nest is not a place one finds by acci-
brooding cliché. His flowing, raven-black hair frames his dent. There are dozens of tunnels and
delicate features and ice-blue eyes. pocket areas located under the city. The
Nest serves as home to a pack of rhy-rats
Story Seeds who work with the envoys as a network
of spies for the Queen. The Nest was estab-
• Reginald has not been seen in weeks. Despite their lished in its current location thirty-five years ago after the
falling out, his father, Marcel, is worried about former nest flooded. Sinrus tends to work with the envoy
Reginald’s wellbeing, and has asked the characters Hexton Reyes (see Highmark in this chapter).
to check in on him.
• A nefarious individual has slipped a corrupt relic,
Layout
the Bitter Heart, into the manor. Feeding on Regi- The Nest consists of four rooms of an inn which was
nald’s anger and growing hate, the relic is using it to swallowed by the earth during the Great Rebellion. The
birth spiteful shades (use the Shade from Chapter former inn had several other rooms at one point, but they
12 of the Blue Rose core rulebook), which are now were rendered inaccessible or destroyed by the earth-
feeding on the residents of Middleton. shaping event.
• Orlette Rothwell is returning home for a short visit
and Reginald has already sent out invitations to all Notable Characters
the well-connected persons in Aldis. Rumors already
Sinrus (see Chapter 8) is the main point of contact between
fly that he is planning a lavish fete to celebrate his
the Nest and the envoys, and the one with the most expe-
sister’s accomplishments. Is this just as it seems:
rience dealing with non-rhydan. He is a quick-thinking
a transparent attempt to regain some modicum of
and cunning rhy-rat. He has a tendency to show off his
societal standing? Or does Reginald have darker
knowledge and be quite snarky with people, even after he
intentions? Attendance is sure to be high, if only to
has gotten to know them. His left ear has a notch in it due
have a good seat for whatever happens. to a tussle with a cat in his youth.

H3 Story Seeds
Eastall • A powerful tremor caused by an awakening shaping
gift has revealed an opening to the Nest. The rhy-rats
need help concealing the way into their home.
For decades leading up to the Great Rebellion, and for
a brief time after, the neighborhood of Aldis known as • Someone has slipped poison into the water near the
Eastall was home to the city’s fur traders and tanners. The Nest and many of the rhy-rats are too sick to move.
fire that tore through Northpoint also heavily damaged Someone with the healing gift must be brought to
the northern portions of this neighborhood, including them, and the source of the poison removed.

27
Chapter 2: The High Ward
H4 Notable Characters
As long as you don’t mention the playhouse, Bronel
Gentle Rest Cander (use the Heroic Rogue, Chapter 12 of the Blue Rose
core rulebook) is a pleasant, slightly balding man in his
One of the oldest parts of Aldis, Gentle Rest is the home early forties. In his daily business, he manages a group of
of the most affluent of the city’s residents. The neighbor- older children and teens who serve as couriers for hire.
hood serves as home to current and former members While not wealthy enough to live in Gentle Rest himself,
of the Noble Council, the wealthiest of merchants, and he is still quite respected by the older residents for his
visiting dignitaries, as well as extremely high-ranking family name and grandparents’ connections.
members of both the Knights of the Blue Rose and the
Sovereign’s Finest. The homes here range from grand Story Seeds
estates to refined townhouses used by regional nobles
when they travel to the Aldis. Sprinkled throughout the • Why has such prime real estate remained unuti-
area are exquisite gardens, fine eateries, and entertain- lized for so long? Bronel has declined all offers to
ment venues. buy the place or even to renovate. The building was
Day or night, there is always activity in the neighbor- closed before he was born, so what keeps his silence
hood, as members of the court come and go throughout on the matter?
the day and attend social functions throughout the
• Where facts don’t tell a story, urban legends will fill
evening. Just as numerous are the family members of the
in whatever they can. The most enduring tale claims
well-to-do nobles who have been assigned regional posi-
that the playhouse was cursed by an aging star who
tions. They might have been ostensibly tasked with the job
never got over being replaced and so the building
of tending the family holdings, but that leaves them with
will remain empty until her return to the stage. How
a fair amount of idle time, which can lead them to find
much truth is even in this legend?
all sorts of entertainment–not all of which is considered
proper for someone of their station. • On three different nights within the past month,
flickering blue lights were reported in the upper
windows just before dawn. There are no signs of
Cerulean Playhouse forced entry or damage, so what could be going on?
Theater
H5
On the very edge of the neighborhood,
abutting the original city wall, is the
old Cerulean Playhouse. This struc-
The Commons
ture was one of the very first buildings
The neighborhood known as the Commons is something
erected in the city after the Great Rebel-
of an eclectic blend, being situated between the very well-
lion. While the playhouse was immensely
off area of Gentle Rest and the somewhat less prosperous
popular for two centuries, it has been shuttered for the
areas of the High Ward.
past sixty-five years. Beginning with the death of the
On the east end, the neighborhood is composed of a mix
original owner (the noble patron of the arts, Cantella
of one- and two-room cottages, which sit so close together
Cander), the title and deed have been bequeathed many
that neighbors can pass items to each other through their
times through the years. By the time ownership passed
windows. The farther you make your way into the heart of
to the current owner, the money, land, and any titles
the neighborhood, the more common townhouses become.
previously attached were gone and only the building
Most of these have been remodeled to contain several indi-
remained.
vidual rooms which can be rented out, usually to students
Layout at the Royal College. The few that have not been repur-
posed are usually owned by Royal College staff members
Named for the luxurious blue curtain that shrouded the or sages. As you make your way over to Gentle Rest, the
stage, the exterior of this building continues to be well townhouses give way to manor houses and small estates.
maintained by the owner, Bronel Cander. Before it was As the number of students attending the Royal College
closed, it held a combined audience of up to 400 people has grown, the school has outgrown its original space and
between the main level and the balconies. While the back- began spreading into the Commons. Several of the old
stage area wasn’t huge, there was enough room to store manor houses which lined the road leading from Scholars’
scenery and change costumes. There were also two small Gate to Gentle Rest have been repurposed as auxiliary
rooms for those who may have needed (or demanded) classrooms and offices. Most of the other buildings located
privacy to prepare for their performances. in the immediate vicinity of the Scholars’ Gate entrance

28
1 3

5
1. Common Room
2. Kitchen Area
3. Servant’s
Quarters
4. Evan Green’s
Room
5. The Nook
The Ballad & Blade
to the palace are small shops catering to the needs of the strip of grass which the regulars nicknamed “the Nook.”
Royal College student body. The remainder of the neigh- Evan installed a small raised platform at the far end of the
borhood is predominantly home to the college staff, and Nook and now it is common to find students performing
additional students. Sprinkled in with the college crowd there almost any night of the week. For the last two years,
are guard members without families and other single Evan has hosted a bardic contest for youngsters wishing
youngsters starting off life on their own. to attend the Royal College, with a scholarship being
There are quite a few businesses in the Commons which awarded to the winner.
are popular with the student body. Chief among them are
the Ballad & Blade, Jeusole’s, and the Stacks. Notable Characters
The owner and operator of The Ballad & Blade is Evan
The Ballad & Blade Green (see Chapter 8), who was an envoy of some
renown in his younger days. Evan doesn’t bring up his
Tavern past and tries to change the topic if someone else does.
Now middle-aged, the burly man’s formerly chestnut
The Ballad & Blade is the most popular
hair has lost most of its luster. Though he may not be as
night stop among the Royal College
quick as before, for now he’s still more than a match for
students and a few of the younger crowd
any would-be street tough.
looking to attend the prodigious center of
There are several notable regulars, including Reachell
learning. While there is nothing remark-
(use the Epic Rogue, Chapter 12 of the Blue Rose core
able about the food or drink, the inn has
rulebook, with a Master-level Spy specialization). She is
two standout features in its favor. The first is the discount
a small, mousy, and slightly timid young woman with
extended to all Royal College students by the owner, Evan
straight brown hair which falls just past her shoulders. If
Green. The second is the Nook. Six years ago, Evan started
pressed, no one would be able to recall her ever uttering
inviting bardic trainees to perform in the Nook during
an unkind word regarding anyone or anything. She claims
slower nights.
to be a junior scribe, and is liked by all. If only that were
Layout all true; in actuality, she’s a senior agent for the Baroness
of Whispers (see Chapter 8). While she is small, Reachell
The Ballad & Blade is an L-shaped building which abuts is also quick with a blade, and fights with a passion
the neighboring businesses, leaving a long and narrow unmatched when needed.

29
Chapter 2: The High Ward
Story Seeds Story Seeds
• Ghosts from Evan’s days as an envoy have started • The crafter summons the envoys to his shop to turn
haunting the tavern. The questions on everybody’s over a recent shipment of unworked shas crystals
lips are: how they are back, and why now? due to the whole consignment being Shadow-
tainted. He is unsure of where it came from, and
• A young bard no one recognizes asks to sing one
according to the slip on the crate, the crystals were
night. As they play a beautiful, haunting ballad about
meant for someone else.
a tragic love affair, the patrons begin taking on the
roles from the song. • Someone has broken into the shop and stolen a
case of crystons he was crafting for the new class
• A cryptic note is left pinned to the stage in the
of envoys. Jeusole would like them located and
Nook. It reads, “The heartstring has been broken,
the voice has been stolen, and the song is no more, returned, so he can present them to the envoy
for the Silence has come to haunt the Ballad & trainees before they graduate next week.
Blade.”
The Stacks
Jeusole’s Tavern
Shaswright Shop When this tavern was first built, it was
This shop is located three blocks from the called the Crock & Mug. It quickly
Scholars’ Gate on a small side street. The became a popular spot for students to
road is packed with small two-story grab a bite to eat after classes. This inev-
buildings which serve as a combination itably lead to books being left behind,
of shop and living space for the owners. some never to be reclaimed. Over time, it
The shops on this road cater predomi- became something of a tradition to leave your unneeded
nately to students from the Royal College, with Jeusole’s textbooks at the tavern, turning the east wall into an unof-
sitting near the end of the block. While the shop sells all ficial lending library. As the number of books grew, the
manner of creations made from shas crystals, Jeusole’s students started referring to the tavern as “the Stacks.”
specialty is crafting crystons. The name stuck.

Layout Layout
Jeusole’s business rests between an incredibly tiny cook The Stacks appears to be a run-of-the-mill, if quiet, tavern
shop on its left and a stationary supply shop on its right. The at first glance. Upon closer inspection, however, its unusual
shop itself occupies the small front portion of the building features begin to stand out. The main room is quite a large
and is crammed with racks and display cases; there is also rectangle, with a long and narrow kitchen running the
a small counter. A doorway leads to the back room, which length of the building. The long tables in the tavern have
contains a workspace and storage area. A narrow staircase a series of holes drilled into their centers that are designed
leads to the small living space above the shop. to hold the inn’s custom mugs, made to prevent spillage.
Each table also has two small buckets mounted at the ends
Notable Characters which are stocked with a variety of writing instruments.
But the standout feature is the huge stacks of books piled
Jeusole is the owner and proprietor of a quaint little crystal haphazardly against the east wall.
shop. (Use the Heroic Adept, Chapter 12 of the Blue Rose
core rulebook, with the Shaping option and Master-level Notable Characters
Artificer talent.) He is a small man, standing only 5’ 4” tall
and rail thin. He is mostly bald with just a small ring of When the current owner Olis Graff (use the Elite Merchant,
gray hair circling his head, which matches his slate-gray Chapter 8) inherited the tavern twelve years ago, he offi-
eyes. He speaks with a quiet, reserved voice. cially renamed it the Stacks. Olis is a stoutly built, middle-
The other body often about the shop is young Emerin, aged man with dark hair and features that show signs of a
a human boy of about 13. (Use the Child, Chapter 8, with life full of demanding work. The oldest of a set of orphans,
the Wild Arcane talent to give him the following arcana: Olis started working at an early age to support his sister,
Move Object, Water Shaping, and Second Sight.) Though Teris. When her gifts manifested, Olis got a second job at
the boy has some minor gifts, his lackluster control of the tavern to cover the cost of paying a tutor to train her
them means Jeusole isn’t letting him anywhere near the in her talents. The former owner, Nikeal, took a liking to
delicate shas creations until he has gained a greater degree the boy and promoted Olis, providing him and his sister
of mastery with a room. Eventually, Teris completed her training and

30
Chapter 2: The High Ward
joined the Sovereign’s Finest. She is now serving in the The guildmaster is chosen from the speakers with the
eastern portions of Aldis. Having no children of his own, position rotating every three years.
when Nikeal died, he left the tavern to Olis.
Layout
Story Seeds
The guildhall is a large two-and-a-half-story stone building,
• Someone claiming to be Nikeal’s daughter shows up which essentially forms one oversized room. Three small
stating she is the rightful heir and owner of the tavern. rooms constructed outside the original side wall are used
for private meetings. Where the second floor should be is
• In the last three months, over a dozen texts from an
a spacious balcony level, which contains some offices and
extremist sect of the Church of the Pure Light have
yet more meeting rooms. Access to these rooms is gained
been left in the stacks, along with hand-written notes
by spiral staircases in the building’s corners, which lead
harshly condemning the use of arcana and anyone
to catwalks from the building’s distilling past that act as
who is caria daunen.
the paths to these chambers. Above the balcony level, the
• You hear a rumor that the night person student who whole building is ringed with leaded glass windows, and
always takes the corner table is secretly smuggling high rafters lead to the slanted roof.
rare texts out of the Royal College and selling them
here, but he won’t even talk to you if you don’t Notable Characters
know the password.
The current guildmaster for the Brewer’s Guild is Eris
Aryes (use the Heroic Merchant, Chapter 8). Standing
H6 six feet tall with pale skin and bushy russet hair, Eris is
a portly and mustachioed man, with a large, outgoing
Newstead personality and the booming voice to match. He is always
quick with a smile and ready to share a joke.
After the Great Rebellion, the neighborhood of Newstead The current speaker for the distiller’s faction is Ventel
became home to several of the major guildhalls. While most Tor, a young vata’an (use the Epic Merchant, Chapter 8).
of the buildings in this area are plain, they’re also larger Standing a touch over six feet tall, with alabaster skin,
than those in the rest of the city, consisting of two- to three- Ventel keeps his hair cropped short. He is a quiet and
story whitewashed stone buildings with terracotta roofs. reserved person, which comes across to some people as
The sounds of horses’ hooves and carriages on cobblestone cold and distant. He is always dressed immaculately.
streets echo off the stone buildings, filling the neighbor- The representative of the vintner’s faction is a night
hood with an ever-present clacking from dawn to dusk. person called Verona (use the Epic Merchant, Chapter 8).
During the day, Newstead is abuzz with people purpose- At almost six and a half feet with an athletic build, she is
fully going about their business. At night, the atmosphere an imposing woman. She prefers to dress in warm colors
of the neighborhood reverses. As most businesses are to compliment her jade-green skin. Her long black hair is
closed, the streets empty out and the area becomes virtu- usually kept braided, with the braids pinned up to form a
ally silent. Even the residential area in the southwest tends crown-like effect; the pins are accented with pearls. Under-
to remain quiet from evening to dawn. standing that her appearance can be off-putting to some,
she actively works on presenting a welcoming presence.
Brewer’s Guild Story Seeds
Guildhall
• All across the city, the various vintages of the wines
The Brewer’s Guild is one of the largest and ciders from the Brudaris family are spoiling
guildhalls in the neighborhood and within days of delivery. What is causing it? Is
is housed, appropriately, in a former someone targeting the family’s business, or have
distillery. A fire in 127 BR gutted the they been cursed?
building, wiping out the former owner’s • At an outdoor brewer’s festival, the drinks from
fortunes, but there was still a silver lining. Brewer’s Guild stands are making folk sick! Their
As the guild had been looking to move into a bigger loca- brews are found to have been tainted, likely here at
tion, they bought the building and repurposed it. the festival itself.
The current guild is a joining of three smaller guilds: the
Brewers, Distillers, and Vintners Guilds, who merged over • During a meeting of the guild, Laylana, the current
seventy years ago. Thanks to this, they were no longer head of the unaffiliated Del Flode family, bursts
considered as separate, minor guilds and were granted far in to charge the guild with underhanded business
more participation in guild relations. The guild has three practices. Before she is done speaking, though, she
guild speakers at a time, one for each of its major factions. mysteriously drops dead.

31
Chapter 2: The High Ward
of spirits, the discovery causes old resentments to
Additional Guilds
boil up, as both the Brewer’s Guild and the Wise
There are several additional guildhalls located within the Sodality of Shaswrights and Alchemists attempt to
district, including the following. See The Guilds section in claim Aldritch as a member (and, in turn, ownership
the Introduction for an overview on these guilds. of this new distillation process). If someone does not
intervene to settle this matter, sharp words and snide
• The Order of Forgewrights, a smith’s guild.
comments may quickly turn to violence.
• The Guild of Intimates, the guild of soft traders and
pillow workers. H7
• The Guild of Stonemasons & Carpenters, a builders’
guild. Hillcrest
• The Wise Sodality of Shaswrights & Alchemists, the
guild for arcane artisans. Hillcrest is mostly a residential neighborhood, with rows
of small, narrow, two- or three-story homes lining the
streets, abutting each other. Most of the residents tend to be
servants who work, but do not live, within the Royal Palace
Grand Guildhall or the great manor houses of Gentle Rest. This means that
the streets come alive just before dawn as the neighborhood
Guild Business Hall
becomes a hive of activity, with the smells of simple but
The Grand Guildhall service as a meeting hearty foods from the local bakeries and cook shops mixing
hall for all the masters of the various with the scents of laundry from the nearby wash houses.
guilds in the city. It houses all the public The children in the neighborhood attend class early in the
records for the various guilds, along morning before heading off to jobs as pages, messengers,
with an archive of all contacts between and the like. With the shas crystals used to illuminate the
members of different guilds, which can be city being fewer and farther between in this part of the
reviewed at any time. inner ward, the streets of Hillcrest are far less traveled after
dark. The muffled sounds of singing and the smell of stale
Layout ale occasionally spill out from the local taverns.

Located in the east corner of the neighborhood, the Grand H8


Guildhall is a large V-shaped, two-story, whitewashed
building. The lower half of the first floor’s walls is covered
with wood paneling stained caramel brown. Painted on
The Palace
the walls facing the wedge-shaped garden are the crests
The grounds of the palace make up more than just the palace
for the various guilds.
proper, and include the Azure Plaza, the Noble Assembly,
In the center of the first floor is a large meeting room,
the Royal Archive, the Royal College, and the Royal Palace.
with the Grand Guildmaster’s office directly above it. The
north and south wings of the building form a 90-degree
angle as they split off from the meeting chamber. Azure Plaza
Notable Characters Civic Plaza
The Azure Plaza was built more for the
The current Grand Guild Master is Aerci Deerdolph (use
people of Aldis than those of the royal
the Heroic Noble, Chapter 8), the former leader of the
court, and serves as a welcoming gath-
Moneylenders Guild. She is a stern-looking, middle-aged
ering place for the residents of the city.
woman with sharp features, standing just shy of six feet
It is used for informal meetings, as well
tall, with honey-brown eyes. The only feature betraying
as hosting large gatherings during formal
her age is her steel-gray hair, in contrast to the warm sepia
events, such as Hart Day.
tones of her skin.

Story Seeds History


Like most of the palace grounds, the plaza was built
• Recently, a significant amount of property has been
after the Great Rebellion to visibly showcase the rebirth
stolen from various guilds. The guildmasters are
of Aldis. The original plaza was a simple open forum. It
demanding the matter be investigated by the envoys.
was during the reign of Queen Varti that the plaza took on
• When young independent tinkerer Aldritch Baker its current features, with the great fountain being added
stumbles upon a process to speed up the distilling during the last years of her rule.

32
4D
7
5A 5B

6E
4C
5A
6B 1. Noble Assembly
6A 1 2. Royal Library
3. Royal Archive
4B 4. Royal College
a. Administrative
6C
b. The Halls
c. Life Studies
4A d. Tower of the Art
e. Overflow
6D 5. Palace
4E a. Public Areas
b. Private Areas
6. Hall of Envoys
8 2 a. Main Hall
b. Senior Staff
Building
3 c. Gathering Hall
d. Stables
e. Training Area
The Palace 7. Rose Hall
Complex
Complex 8. Azure plaza

Layout Daily Operations


The detailed stonework that makes up the plaza is When weather permits, the Azure Plaza is used as an
designed to resemble concentric rings of stylized blue informal meeting area where you can find students
and white rose petals. In the center sits a ten-foot fountain working on assignments, nobles discussing minor busi-
crafted from white marble, and in the heart of the foun- ness, and the like. On holidays, the plaza becomes a mini
tain is a large blue marble stone which has been shaped to festival ground with the smells of food and the sounds of
resemble a blooming rose. music filling the air.
Half the great plaza is ringed by the Royal Palace, the The plaza is frequently the site of the so-called “outer
Noble Assembly, and the Royal Archive, with the other gatherings” of royal holiday events, with nobles and those
half being enclosed by a marble wall displaying frescoes
of high status receiving invitations to gatherings within
representing scenes from across the kingdom. There are
the Noble Assembly, while important and interesting citi-
two main entrances from the plaza to the palace which
zenry are invited to parallel festivities held in the spacious
are large enough for wagons and carriages: the Emissary’s
Azure Plaza.
Gate (which lies between the Royal Museum and the
Royal Archive) and the Palace Gate (which lies between
the north and south wings of the Royal Palace).
Story Seeds
Additionally, there are five lesser gates connecting the • On the morning of Midsummer Day, people wake
palace grounds to the rest of Aldis. The Scholars’ Gate is
to find the entire plaza covered in ice. Was it just a
located near the Royal Archive and opens to the Commons
prank from some of the Royal College students or a
neighborhood of Aldis; the Merchants’ Gate leads from
dark omen of things to come?
the plaza to the Highmark region of the High Ward; and
the Dancers’ Gate opens to the main road leading up the • A group of masked dancers and musicians gather
hill to the Temple of the Eternal Dance. The last two gates on the plaza, acting out enchanting dances as part of
connect the Allspace neighborhood to the palace grounds, some elaborate festival. Oddly, no one can remember
and these gates have been dubbed the “All East Gate,” a festival scheduled to take place today. Who are
and the “All West Gate.” these masked celebrants and what are they up to?

33
Chapter 2: The High Ward
• In the dead of night, alarms ring out signaling a fire. records, commentaries, and the annals of assembly meet-
Upon investigation, the envoys discover the fire is ings are held.
a burning effigy crafted to resemble the Queen’s
consort, Kelyran. It seems that someone is targeting Daily Operations
the vata’sha, but who and why?
Traditionally, the full Noble Assembly formally meets on
Midsummer Day every two years. Those who are part of
The Noble Assembly the Assembly who find themselves in Aldis on the first
Center of Government Bureaucracy Sun Day of the month gather more informally on those
days, as well. Other formal and informal sessions of
Overlooking the Azure Plaza, the Noble the full or majority Assembly may be called if there are
Assembly houses the various offices for pressing matters which need to be resolved in a timely
nobles who live and work in Aldis, as manner. In between the Assembly meetings, nobles spend
well as the grand meeting chamber for their time meeting with those they represent, in committee
the Noble Council. meetings, and attending other court functions.

History Notable Characters


The Noble Assembly in its current incarnation was formed Jana Telford (use the Heroic Scholar, Chapter 8) hails
after the Great Rebellion. With the process of rebuilding from the well-established Telford family and has served
proceeding slowly, it was over a year later when Queen in the assembly for the last four years. Her extended
Seltha called for the formation of the Noble Assembly. On family includes two other serving nobles, but they do
Midsummer Day, the first of the would-be nobles gathered not reside in the capital as one is a regional noble and
in the Azure Plaza for the test of the Blue Rose Scepter. the other a traveling noble. Jana is believed by most to be
It was on that day she announced the Noble Assembly a bit timid; however, in reality, she is anything but. She
would be built, and she intended to have it completed plays to these preconceived notions to keep her oppo-
within one year. With just a few days to spare, the building nents off-balance.
was completed and the first session of the Noble Assembly Donko March (use the Scholar, Chapter 8) has served as
officially convened. a noble for the last five years and was somewhat surprised
when he was sent to take the test of the Blue Rose Scepter
Layout before his cousin Laytisha. Not one to question his good
fortune, he has made the best of his opportunity. Quickly
A half flight of shallow steps rises from the Azure Plaza
rising in the noble ranks, Donko was handpicked seven
to the two sets of ornately carved, wooden double doors
months ago by retiring noble Sasha Stermark to replace
of the three-story, white marble building that houses the
her in the assembly.
Noble Assembly. The building’s iconic azure and gold
dome rises another two stories into the sky, making it one Story Seeds
of tallest buildings on the palace grounds, and as such, in
the whole of the city. • The well-connected and the powerful are common
The main entrance opens into the vaulted lobby, with sights throughout the Noble Assembly building.
another set of double doors on the far side of the room Equally as common, but far less memorable to
leading to the main assembly chamber located directly most, are the scores of staff directors, assistants,
under the dome. In the center of the amphitheater-styled and functionaries that keep the Assembly running
seating is an area where speakers can address the assem- smoothly. What needs to happen behind the scenes
bled nobles, along with separate elevated seating for the to preserve the serene image of government? And
Sovereign, who is permitted, but not required, to attend what happens when one minor secretary catches
gatherings of the Noble Council. the ’flu?
The first floor also houses a formal meeting room,
• Just before a momentous speech, an elderly coun-
several small, informal sitting rooms, and the office for
cilor collapses. The healers say her heart is failing,
the traveling noble coordinator. Off the entrance lobby are
but the councilor tells anyone who’ll listen that
two grand staircases which lead to the second and third
someone is trying to kill her with sorcery.
floors of the assembly building.
The second floor contains the main public viewing • Through the vagaries of fortune, a particularly
gallery, along with offices for various nobles and their entrenched emissary has suddenly announced that
staff and a formal hall which is suitable for hosting she is stepping down and returning to her life at
small receptions for visiting emissaries. The third floor home. Even her trusted staff are taken by surprise at
contains an additional viewing gallery, along with yet this announcement. Whispers are already stirring,
more offices and the assembly archives, where legal wondering what other factors could be at work.

34
Chapter 2: The High Ward
• During a stirring speech to the full assembly by a Archive; anyone wanting access to the Inner Archive is
well-loved and respected member of the of council, vetted by him personally. In a small room adjoined to his
the doors burst open and a woman claiming to be office, Custodian Schack stores his meticulously main-
the real councilwoman storms in. tained records of everyone granted archive access.
The Inner Archive is only accessible by one set of rein-
The Royal Archive forced metal doors, which can be barred at a moment’s
notice. A pair of Rose Knights are always on duty and the
& Library entrance is fitted with a shas device imbued to sound an
alarm if any enchanted items are brought into or taken
Library out of the archive. The Inner Archive is a large, open two-
Located within the royal palace grounds, story room ringed by a mezzanine. The first floor contains
the Royal Archive and the Royal Library dozens of shelves and display cases filled with the larger
contain a vast collection of lore and relics artifacts, including various dangerous weapons that date
from all across Aldea. The collection back to the Empire of Thorns and the Shadow Wars. There
includes information dating back to the are several nooks off the main room which grant a small
Old Kingdom and the Empire of Thorns. amount of privacy for scholars as they work. The mezza-
nine level holds seating areas, study nooks, and additional
displays of smaller relics.
History When relics first arrive at the archive, they are sent to
the sorting and cataloging room, which is located beneath
The building which currently houses the Royal Archive the inner vault. In the sorting room, the relics are meticu-
started off as the home of the Royal College. When it lously entered into the cataloging system, a process which
became clear the college was quickly outgrowing its includes adding a detailed description of the item, where
current home, King Karthakan ordered the construction it was uncovered when and by whom, along with any
of the new Royal College, but sadly did not live to see it known arcana or other unusual properties the relic might
completed. have. A trusted artist from the Royal College is assigned to
Shortly before the completion of the new college, make sketches of the relic for the archival record. Once the
Emery Wells, a well-respected advisor of the former cataloging process is complete, the relic is moved to the
king, approached Queen Allia with a gift. Throughout Inner Archive. Once a relic has been placed in the Inner
his lifetime, he’d amassed an extensive collection of lore Archive, it can only be removed again with the express
and relics, but with no heir, he wanted to gift them to the permission of the Sovereign’s Council.
kingdom. The collection was moved to the old college
building and he was named the first Custodian of the The Royal Library
Royal Archive, a position he held until his death eleven
years later. The Royal Library is housed in the same building as
the Royal Archive. Sitting in the western portion of the
Layout building, the library contains copies of all the surviving
books and records from the Old Kingdom up through the
The building that contains the Royal Archive and the current era. The library is crammed full of heavy wooden
Royal Library makes up a portion of the cluster of build- bookshelves, which stretch up to the high ceiling of the
ings sitting between the Emissary’s Gate and the Scholars’ room as well as taking up all the usable wall space.
Gate. More heavily guarded than the Royal Palace, the Heavy wooden chairs with overstuffed cushions are scat-
Royal Archive is the most secure building in the kingdom. tered throughout the room in small clusters, along with low
Working in eight-hour shifts, a half dozen Rose Knights tables for study groups. There are additional chairs placed
are on duty at any given time, with two stationed at the around the library for solitary reading. Off the main library
only entrance to the main archive. room is a reinforced wooden door which leads to the
restricted collection. For a Royal College student or inde-
The Royal Archive pendent scholar to gain access to the restricted collection,
they must go through Custodian Schack’s vetting process.
The archive building is laid out with an Outer Ring that
All the truly dangerous tomes are kept in a secure case on
surrounds the Inner Archive. The Outer Ring contains
the mezzanine level of the Inner Archive.
storage rooms, two meeting rooms, and a small display
room filled with trivial items, thoroughly examined and
confirmed as harmless. The Outer Ring also holds several
Daily Operations
small offices for the archive’s general staff, as well as The archive and library are open five days a week, being
Custodian Schack’s office. Davos Schack was promoted closed on Hearth Day. They open shortly after breakfast,
to Custodian of the Royal Archive seven years ago. He close for an hour at midday for lunch, then reopen until
is responsible for the day-to-day operations of the Royal dinner. The custodian’s office accepts applications for

35
Chapter 2: The High Ward
admittance to the Inner Archive at the beginning of each
week. Those with royal dispensation are given the right to
The Royal College
study outside of these hours, with an archivist assigned to Civic University
assist them as needed.
The largest center of learning in all Aldea,
Notable Characters the Royal College welcomes students
from all the known lands. Students can
Promoted to Custodian of the Royal Archive seven years study a wide variety of subjects ranging
ago, Custodian Davos Schack (use the Elite Scholar, from the arts and politics to healing,
Chapter 8) is responsible for the day-to-day operations along with the various branches of arcana.
of the Royal Archive. While Davos is somewhat friendly
with his colleagues, he prefers to maintain a very profes- History
sional relationship with anyone else that might need to
access the Royal Archive. The Royal College didn’t start off as a college but as a
The junior clerk of the royal archive, Vedrick (see The collection of tutors assigned to assist individuals gifted in
Night Market adventure, in the Six of Swords anthology), is the ways of the arcane, as well as those chosen to serve as
a frail and sickly looking young man with muddy brown nobles. With the growing number of students and subjects
hair and pale skin. Vedrick is currently assigned to the Royal being taught every year, the need for a more formal struc-
Archive sorting and cataloging room, having been trans- ture was quickly identified. This led to the formal creation
ferred there from his previous job as junior quartermaster of the Royal College during 27 BR.
for the Sovereign’s Finest. Behind his facade of quiet and One of the constant challenges the college faces is space.
reserved professionalism, Vedrick is a bitter man who keeps In the earliest days, one small building could house all the
his contempt for his superiors to himself. He does occasion- classes, but by 51 BR, the college was moved to its current
ally let his true feelings slip out through his body language, building. Since then, the campus has been expanded
especially when he believes no one is watching him. several times. Currently, the college occupies several
A small team of scriveners and bookbinders works here buildings on the palace grounds, as well as additional
as well, repairing books as necessary. Ludmille Auber- buildings just outside the Emissary’s Gate.
grost (use the Elite Scholar, Chapter 8) is the head scriv-
ener, who sometimes checks in on guests to make sure Current Program
they’re not mistreating her books. Though she’s been
asked to refrain from outright scolding, the library staff The Royal College serves well over 2,000 students in
tolerates her admonitions to avoid smearing ink and any given year, with close to 300 of them studying the
breaking book spines. arcane arts. Students as young as fifteen are welcome to
enroll. Upon completion of their first term of generalized,
Story Seeds preparatory education, fledgling students are expected to
choose a mentor from among the upperclassmen.
• The Library is closely guarded and well-secured, Most students spend two to four years studying at the
but even with arcane methods of bolstering security, Royal College, as determined by their chosen subjects. The
a very small spot can easily be overlooked. Recently,
programs offered fall under the various branches of academia
signs of rodent activity have been detected in the
and arcana. It is common for students to take classes under
outer rooms. Is this just a random pest looking for
both main branches, depending on their area of focus.
shelter or food? Or does it have a connection to the
The school year is broken into four terms, each starting
city’s rhy-rats? Who would be working with them
the week after a solstice or equinox and lasting for one
and why?
season. The curriculum consists of a mixture of lectures,
• Several books covering the darker aspects and uses projects, and self-study. Whenever possible, the lectures
of arcana have recently been rendered blank. Has are kept to no more than a dozen students, but it is not
someone uncovered a way to bypass security and unheard of for the first-year classes to be as large as twenty
steal the knowledge directly? Or have they decided or so eager scholars.
this knowledge is too dangerous and scrubbed it
from existence? Layout
• After spending the past several days studying a Currently, the Royal College has four building on the
strange bronze disk with odd glyphs carved on its
palace grounds.
surface, a scholar’s words (spoken and written) are
now only coming out as gibberish. Psychic commu-
Administration
nication is affected in the same way, but it is clear
from their eyes they are still in there, just unable to To the right of the Noble Assembly sits the college’s
communicate with the outside world. administrative building. This squat, two-story building

36
Chapter 2: The High Ward
of white and blue marble houses formal meeting rooms
Royal College Focuses
and dozens of offices, including the office of the Mentor-
Advisor, Tasdar Karin, a fourth-year student under the The following is a list of focuses based on which curric-
tutelage of Myrst Larsar. Dean Nicodemus Wade’s office is ulum the student is part of:
also located on the first floor of this building. In addition,
• Arts Material Curriculum: Crafting, Cultural Lore,
the administrative building features the Great Timeface,
Evaluation, Heraldry, Writing.
the massive clockwork-and-shas timekeeping device that
rings a certain number of bells every hour to keep time. • Arts Sublime Curriculum: Bargaining, Cultural
Lore, Disguise, Etiquette, Leadership, Musical Lore,
The Halls Performance, Persuasion, Writing.

Connected to the administrative building is the white- • Natural Philosophy Curriculum: Cryptography,
washed, three-story classroom wing. better known Engineering, Natural Lore, Nautical Lore, Research.
as “the Halls” by most of the student body due to the • History Curriculum: Heraldry, Historical Lore, Military
building being laid out as a series of long, interconnected Lore, Religious Lore, Research.
hallways. The classes held in the Halls cover purely
• Animism Arts: Animal Handling, Animism, Arcane
academic topics.
Lore, Natural Lore, Self-Discipline.

Life Studies • Healing Arts: Arcane Lore, Brewing, Healing, Self-


Discipline.
To the north of the classroom wing is the Life Studies
• Meditative Arts: Arcane Lore, Meditative, Self-
building. Like the classroom wing, this large, four-story
Discipline.
building is made of whitewashed stone with a ceramic tiled
roof. Here, the focus is on medicine, herbalism, animism, • Psychic Arts: Arcane Lore, Psychic, Remote Weapons,
healing, and some aspects of the meditative arcana. In the Self-Discipline.
center of the building is a large garden where most of the • Shaping Arts: Arcane Lore, Self-Discipline, Shaping.
nature-shaping classes are taught. The garden also has an
• Visionary Arts: Arcane Lore, Natural Lore, Self-
area for cultivating the ingredients for the various medical
Discipline, Visionary.
and herbalism classes.

Tower of the Art


maintain them. Professors are expected to give three to five
To the southwest of the Life Studies building is the Tower lectures a week, with each being at least one to two hours
of the Art. This is a large, five-story marble tower, topped long. They are also expected to make themselves avail-
with a large bronze dome. Each of the floors is dedicated able to their pupils in their capacity as student mentors
to the study of one of the arcane disciplines. The first floor for a minimum of an hour a day except on Hearth Day.
hosts classes for the meditative discipline. The second During the warmer months, it is common to find students
floor contains the psychic department, while the visionary studying in the plaza, especially during the hour-long
department is located on the third floor, and shaping on meal break at midday.
the fourth floor. The top floor of the tower houses the
Touchstone. (For further details on the Touchstone, see Notable Characters
Chapter 6 of the Blue Rose core rulebook.)
In any given year, there are anywhere from 100 to 150
The Annex professors working at the college. Additionally, there are
at least a dozen guest lecturers and forty to fifty upper-
In addition to the facilities located within the palace classmen assigned to mentor younger students.
complex, there are a few old manor houses just outside the The Royal College is overseen by the Dean. There are
palace grounds in the Commons neighborhood that have also four curriculum chairs for the academic branch and
been repurposed for use as classrooms. The classes held in six chairs for the arcana branch. If stats are needed for any
these annexes focus on academic and art subjects; none of of the staff, use the Elite Scholar (Chapter 8) and add the
the classes for the gifted are taught outside the Tower of appropriate racial traits and/or arcana as needed.
the Art and Life Studies buildings.
Dean of the Royal College
Daily Operations
The dean is Nicodemus Wade, an elderly man with
The first lectures of the day start promptly at the eighth shoulder-length, snow-white hair, who walks with a cane.
bell in the morning, with the last of them ending by the Before taking on the role of the dean seventeen years ago,
fifth bell. Just before the start of each term, the profes- he served as the Dean of the Shaping Arts, with a specialty
sors set their schedules, and once set, they are expected to in fire-shaping.

37
Chapter 2: The High Ward
Chair of the Arts Material Curriculum
Alles Eblin has served as the chair of the arts curric-
ulum for the last seven years. He loves good wine, good
friends, and, of course, a good song. Standing a little over
five and a half feet tall, he is a stout man with a square
face and a close-cropped, sable beard. He has small,
silver, wire-rimmed glasses which rest low on his button-
shaped nose.

Chair of the Arts Sublime Curriculum


Eldebos the Younger—a man who, despite his name,
is quite aged—has served as chair for the curriculum
that oversees performance-focused arts. He is usually
surrounded by a bevy of poets, actors, minstrels, and
others seeking his approval on their latest work. Eldebos
is a phenomenally even-tempered mentor and admin-
istrator, though woe betide those who bring “doggerel
nonsense” to his attention.

Chair of the Natural Philosophy Curriculum


Grafton Price is an older Aldin human with dark skin,
white hair, and a neatly trimmed goatee. He is always
impeccably but simply dressed (often in an alchemist’s
smock), and has a pleasantly avuncular attitude toward
anyone younger than he is. Though he only received his
elevated status recently, he is one of the most published
scholars of natural philosophy in the academy.

Chair of the History Curriculum


Nacklos Hirsh is the youngest professor to be named as
a curriculum chair and the only one of the chairs to be
married to another faculty member. His husband on staff
is Mathis Hirsh, while his other husband is a talented
armorwright named Drus Ferin. Nacklos is a big fellow
with a bushy brown beard, whose friendly demeanor and
younger age tend to make him the senior staff member
that student mentors go to when they need assistance.

Chair of the Animism Arts


Charisse Ansson has been the head of the animism
department for the last sixteen years and looks younger
than her actual years would suggest. She keeps her
long black hair in a series of tight, thin braids, while her
russet-brown eyes complement her umber skin. Standing
nearly six feet in height, she has a solid frame and carries
herself with confidence.

Chair of the Healing Arts


Willia Kay is a middle-aged vata’sha with pale blue eyes
and long raven hair worn up in a bun. She has a heart-
shaped face and an impish smile that belies the seriousness
with which she approaches her duties. On her own time,
she is something of an iconoclast and very politically active.

38
Chapter 2: The High Ward
• One of the senior instructors is having regular extra-
Chair of the Meditative Arts
curricular sessions with her favorite students. When
The slightly-built Myrst Larsar tends to wear flowing some of the other senior faculty decided to have a
clothing in soft earth tones, which pair nicely with word with her, she and her chosen students were
their emerald green eyes and long blond hair. There are nowhere to be found.
days when Myrst feels the “tugging of Braniel’s loom”
towards one gender or the other and uses hairstyle and
clothing to express this shifting inner tide. Myrst is of a
The Royal Palace
reserved demeanor, carrying out conversations in a slow, Seat of the Sovereign
comforting tone, completely avoiding slang terms or nick-
Nestled between the Palace Gate and
names in addressing others.
the Noble Assembly, the Royal Palace
consists of two sections: the areas open
Chair of the Psychic Arts
to the public and the restricted areas
Theron has the same fur coloring as most rhy-cats, while which contain the Sovereign’s residence.
her eyes are a deep, storm cloud gray. She normally wears
a small medallion around her neck embossed with the History
crest of the Royal College, along with a decorative leather
vambrace on her right foreleg. The vambrace contains a The current Royal Palace was built during the Old
sheath which holds her cryston and is designed to allow Kingdom, and like most buildings from that time, it was
her to use it while sheathed. heavily damaged during the Great Rebellion. It wasn’t
until the reign of Queen Varti that it was restored to its
former glory. The palace was expanded during the reign
Chair of the Shaping Arts
of King Rikin in order to add more public spaces, and
The acting chair is Mathis Hirsh, husband to Nacklos then again during the rule of King Issik, who added more
Hirsh the History Chair. Mathis is also married to Drus private spaces for the palace’s residents.
Ferin, a talented armorwright. Mathis stands nearly six
feet tall, with a thin build. His brown eyes are bright with Layout
an inner passion. As soon as he starts talking about the
arcane arts, that spark ignites, animating him like a boy The facade of the palace is made of white marble accented
on a festival morning, which makes him one of the most with various shades of blue marble. On the east side of the
popular professors at the college. build, facing the Azure Plaza, is the grand double door
entrance. Sitting just above those doors is the stained glass
Chair of the Visionary Arts window of the Golden Hart.

Oltel Vondeam was granted his post five months ago. Public Halls
Standing at well over six feet tall and built like a masonry
wall, the bald Rezean is an imposing sight. His brown The Royal Palace consists of two sections. The first is open
eyes are so dark they are almost black. He has a few to the public and consists of an entry gallery, a formal
visible scars that hint that he’s seen his fair share of reception room, a feast hall, and an outdoor space which
violence in the past. Not much is known about him, other is often used for performances when the weather permits.
than that the former chair very suddenly recommended The public entrance opens to a large vestibule that
him for the post before leaving. stretches up through all three of the building’s floors.
Double doors at the far end of the vestibule lead to the
Story Seeds rest of the palace, while two stairways lead to an oversized
landing at the base of the stained glass window. In the
• A young student with a powerful gift of vision is center of this landing is another set of stairs leading to the
having a recurring nightmare of the coming of a third floor mezzanine. During large galas and balls, it is
black hart and a knight wreathed in briars. Is this common for the festivities to spill over into the vestibule.
just a strange dream or a portent of things to come?
Sovereign’s Halls
• There is a rumor among the students that one of
the boarding houses is haunted. It’s easy enough to The palace’s private areas run north to a section which
dismiss it as typical gossip and superstition as these shares a wall with the Noble Assembly. This portion of the
types of stories pop up all the time among students palace contains smaller meeting rooms and guest quarters
trying to scare the new intake. But lately, all the for visitors of note; it also leads to the Sovereign’s resi-
students who sleep there have been behaving dence. Understandably, this area is kept under strict guard
strangely, apparently with no memory of their by the Knights of the Blue Rose. Intruders will find them-
actions. selves very, very unwelcome.

39
Chapter 2: The High Ward
Daily Operations Story Seeds
Daily operations in the Sovereign’s offices and living • A group of tall, beautiful people wearing exotic
spaces are focused primarily on assisting the Sovereign garb arrive on the steps of the palace and claim to
with her day-to-day routine and duties. Queen Jaellin be emissaries from the faerie court. They wish to
maintains an extremely busy schedule, often working see the queen.
from early in the day until quite late in the evening. This
• During the festivities on the autumn equinox, all the
work takes many shapes, from meetings with nobles
shas lamps in the palace go dark at once. When they
(in and out of full Assembly), to seeing petitioners,
reignite, they are giving off an odd orange glow.
reviewing laws old and new for approval or revision,
meeting ambassadors and other foreign representa-
tives, attending civic events, and any number of other
The Hall of Envoys
exhausting demands on her time. Headquarters of the Sovereign’s Finest
About the only time the palace’s operations are thrown
into chaos is when her consort, Kelyran, decides she has On the southern side of the palace
sacrificed enough of her time, intellect, patience, and grounds is the Hall of Envoys. While
good humor to the people and Crown of Aldis. At those the name may lead one to believe it is
times, he convinces her to steal away on an afternoon’s a single structure, the Hall of Envoys
ride or picnic, where they can be alone and she can be refers to the main hall and the collection
just a woman with her beloved, away from the weight of buildings clustered around it. The hall
of crown and scepter. Kelyran’s tendency to throw the functions as the command center for the envoys stationed
bureaucracy’s schedules and routines into chaos in this within the city, as well as those in the field across Aldis.
fashion have earned him a tangible degree of dislike
from palace functionaries. History
Notable Characters One of the palace’s original buildings, the Hall of Envoys
dates to the early days of the Old Kingdom, and like so
The current ambassador from Jarzon is Razza Ligmos many of the palace buildings, it was damaged during the
(use the Epic Noble, Chapter 8); his nephew, Emer Ligmos Great Rebellion. However, this was one of the first to be
(use the Noble, Chapter 8), serves as his aide. Due to the repaired and served as a temporary stand-in for the Royal
Ligmos family’s reputation as devout followers of the Palace while that building was being repaired and remod-
Church of the Pure Light, many in court circles expect eled. In later years, the hall also served as an extension
Razza to be judgmental of those who do not share his of the Royal Palace. It was Queen Allia who turned the
faith. While he can occasionally come across as brisk and building over to the service of the newly formed Sover-
abrupt while talking about religion, the ambassador does eign’s Finest. It has functioned as the organization’s head-
love a spirited debate, and welcomes all points of view. quarters ever since.
His nephew Emer’s behavior towards those of other
faiths (Emer is an insufferable pedant, arrogantly judge- Layout
mental with a mind seemingly as closed as a padlocked
What most people now call the Hall of Envoys is a cluster
trunk) only reinforces the skewed opinion of the whole
of buildings that make up the southwest boundary of the
Ligmos family.
Azure Plaza.
A puckish lad with sable-brown, curly hair and a
slightly crooked smile, Dalton is the de facto leader of
Envoy Barracks
the palace pages. (Use the Rogue from Chapter 12 of the
Blue Rose core rulebook for Dalton, with the Journeyman- The two-story barracks are constructed out of the white
level Intrigue talent.) He also acts as an informant for and blue marble used throughout the rest of the palace
Hexton Reyes (see Chapter 8). Dalton is quite aware he complex. It is connected to the Royal Palace by a second-
is outgrowing his role as a page but feels a responsibility floor walkway which runs across the Palace Gate. The
to the other children who work in the palace, meaning his barracks house the sixty envoys who are always stationed
sense of duty hasn’t allowed him to move on just yet. at the palace. The majority of barrack housing is suite-
Amerial (use the Noble, Chapter 8) arrived in Aldis based to accommodate all the envoys assigned to a team.
from Lar’tya at the age of six with what meager belong- The suites have a small living and dining space, with four
ings she could carry. Since coming to Aldis, though, she to six sleeping quarters off the living area. Each of the
has made quite a life for herself. As a child she became a sleeping chambers can accommodate two envoys. Along
page in the palace and quickly worked her way through with the suites, there are a few single rooms for envoys not
the ranks. Now, as an adult, she is head of the palace assigned to a team yet or those who are on special assign-
handmaidens. ment and not traveling as a unit.

40
Chapter 2: The High Ward
Once a year, apprentice envoys and squires of the neigh-
Envoy Gathering Hall
boring Rose Hall gather here to test their fighting skills
Between the barracks and the rhy-horse stable is the large against one another in the so-called “Fledglings’ Contest”
two-story gathering hall, also crafted from white and blue (sardonically named by Master Soot, a senior envoy and
marble. The main floor is commonly used for dining but rhy-crow instructor at the Royal College).
can easily be repurposed for other large gatherings. The
second floor has a few rooms used as guest quarters for Daily Operations
visiting envoys, as well as smaller meeting rooms for both
formal and informal usage. The hall has its own kitchen The envoys assigned to Aldis spend their days coordi-
off the southern corner of the first floor. There are also nating the activities of envoys in the field. They assist with
three sets of doors opening to the Azure Plaza, as well as the training of new recruits, as well as working with the
an entrance to the stables. Both floors have entrances to Aldin Watch to investigate criminal matters in the city.
the barracks and the adjacent Senior Staff Building.
Notable Characters
Senior Staff Building Peregrus (see Chapter 8), is a slate-gray and white rhy-
The portion of the Hall of Envoys called the Senior Staff falcon. He is young and still a little on the naïve side.
Building is a four-story, white-washed stone and ceramic Having only moved to Aldis last spring, Peregrus still has
tile structure. It is tucked behind the marble buildings of much to learn about city life and people. He has become
the hall, leaving only the roof visible from the plaza. The the unofficial go-between for the envoys and the various
staff building primarily serves as the office and living avian rhydan in the region.
quarters for the director of the envoys, who holds the title Assistant Director Emeris Telford (see Chapter 8) hails
of “Sovereign’s Envoy,” along with their four lieutenants, from the well-established Telford family, whose extended
who are called the “First Envoys.” ranks currently include three nobles, five lower-level
The first floor is one large, open room, the southwest envoys, and over half a dozen artists of note. Currently,
wall of which is comprised of nothing but doors that open she oversees a quarter of the field envoys, and is the
to a field which sits between the building and the wall to envoys’ liaison to the Royal College. Standing almost six
the palace grounds. This floor, the adjoining field, and a feet tall, she wears her gray hair pulled back in a tight
small attached grove make up the training grounds. bun and has sharp facial features. Based on her striking
The second floor is composed of offices and small meeting appearance, most new envoys expect her to be stern and
rooms, while the third floor serves as the living quarters are happy to discover she is warm, welcoming, and even
for the First Envoys. The fourth floor is only half the size a bit overprotective.
of the lower floors and is the living quarters of the Sover- New envoy recruit Thedis Andros is a deft hand at the
eign’s Envoy, along with a rooftop veranda that is a favorite art of earth-shaping, a gift for which he was recruited. (Use
informal meeting place and training space for the five leaders. the Rogue from Chapter 12 of the Blue Rose core rulebook
for Thedis, with the Journeyman level Earth Shaping talent.)
With bronze skin, wavy coal-black hair, and smoldering good
Stables
looks, Thedis is a bit of a charmer, a fact he is well aware of.
A modest two-story building off the Azure Plaza, the He is quickly getting a reputation for being something of a
stables certainly have space for the mounts of visiting party boy, and has already broken a few hearts.
envoys. By and large, though, this building is constructed
with the comfort of rhydan envoys in mind, with a section Story Seeds
of rooms for rhy-horses that allow them to control their
own coming and going. A ramp leads up to the second • An envoy recruit, the daughter of a chancellor, has
floor, which features large, open windows that allow avian disappeared in middle of the night. A search of her
rhydan to come and go by air, with cleverly-constructed room turns up no sign of a struggle, but it does
mews and pallets for other rhydan to relax on. reveal several cryptic letters to someone named
only as “M.”
Training Grounds • A group of envoys return from investigating a
major theft and give identical statements, to the
Besides part of the Senior Staff Building and its attached
letter, which also match their written reports
field, the training ground also consists of a small, private
verbatim. Are they covering something up, or is
grove wedged between the Senior Staff Building and
something strange going on?
the Rose Hall compound. The area is frequently used by
envoys to train on the sorts of uneven ground they are • A series of harmless but odd and embarrassing
likely to encounter while on missions. The grove is also mishaps have plagued the newest batch of rookie
excellent for learning the basics of woodcraft, as well as envoys. They claim that each incident is accompa-
providing space for stealth and climbing practice. nied by giggles emanating from empty air.

41
order. Exquisite stained glass windows accent the formal
The Rose Hall receiving rooms and offices.
Headquarters of the Knights of the Blue Rose Located in the corners of the hall are informal sitting
areas, complete with small bookcases and window seats
The newest addition to the grounds, the overlooking the rose garden courtyard on the east side,
Rose Hall is located just outside the or the training yard on the west. In the center of the main
Palace Gate. The hall functions as both hall is the grand dining hall, which is used for both formal
home and headquarters of the Knights receptions and more informal gatherings. To the east of
of the Blue Rose. The grounds of the Rose the hall is the large, meticulously maintained rose garden,
Hall contain the main hall, the barracks, which also includes a low-cut hedge maze. There are stra-
the stables, the gardens, and a training field. tegically placed stone benches along the winding paths
which meander through the garden, while statues of the
History order’s heroes dot the gardens. At night, the gardens are
lit by shas crystals in stained glass sconces.
The Order of the Blue Rose once shared quarters with the On the west side of the hall sits the large training field.
Sovereign’s Finest. It soon became evident the two orga- Although primarily used for melee weapon training, it is
nizations were quickly outgrowing that space and so, to large enough to support archery training as well. The field
remedy the situation, a new complex was needed to house can also be warded to support arcana and blade training
one of the groups. After much consideration and debate, for those Rose Knights gifted with arcane talents.
it was decided to gift the knightly order with a new home. The barracks and stables are both located behind
the hall. Constructed out of white-washed stone with
Layout ceramic tile roofs, both buildings have leaded glass
windows and dark wood floors. The barracks is a squat-
The main entrance to the Rose Hall faces the main road looking, L-shaped, two-story structure, which occupies
just outside the Palace Gate, with a striking marble statue the west side of the grounds. To a casual observer, the
depicting the Valiant Three (see Chapter 6, Blue Rose core stables appear to be of a standard design, if slightly taller
rulebook). The statue sits on the east side of the entrance than necessary. On closer inspection, though, its innova-
to the main building. The stone building is appointed tions stand out clearly.
with finely crafted banners, most depicting the rhy-horses The large doors are all fitted with a rope pulley system
and griffons which are famously associated with the on the inside as well as the outside, allowing a horse to

42
Chapter 2: The High Ward
open and close the doors by pulling on the ropes. There • A mysterious knight garbed in full armor and helm
are also several holes cut into the building twelve to arrives and challenges everyone present to a duel.
fifteen feet up which allow the avian rhydan access to the When the knight is finally defeated, the envoys
mini aviary area of the upper loft. On the inside, there are discover that the armor is empty. Who or what
a dozen standard stalls along the south wall, and across created the suit of armor, and why was it sent to test
from them are a dozen much larger stalls, reserved for the characters?
the rhy-horse members of the order. There are two lofts
above the stalls, with sets of ladders at the east end of the H9
stable. The loft above the larger stable is the mini aviary
for flying rhydan.
Highmark
Daily Operations
The Highmark area of the High Ward was once one of the
Whenever possible, the Knights of the Blue Rose start most prosperous regions of town. The market center of the
and end their official day in the dining hall, sharing a district drew people from all over the city. As Aldis grew, it
meal and companionship with fellow members of the became clear that Highmark Market could not support that
order. A larger portion of their day is spent in training. growth. The guilds decided to move the market to its current
That training can take many forms, including sharp- home in the Junction neighborhood of the High Ward.
ening one’s mind as well as martial skills. They are also Highmark is still a center of trade but not to the extent
responsible for overseeing the training of the Aldin it once was. The square that once held the market has
Guard, and spend a fair amount of time developing and since been filled by shops and other businesses. The last
carrying out those duties. few years have seen a dramatic increase in the number of
rambunctious taverns, game halls, and pleasure houses.
Notable Characters In turn, the streets tend to be active until the early
morning hours, and there has been a slight uptick of petty
Knight Captain Kalynn Grayson is a member of the crime in the neighborhood. In response, the Watch has
Knights of the Blue Rose and is currently assigned to Aldis already requested a greater number of glow globes to illu-
as a trainer and mentor for new Knight of the Blue Rose minate the area as they increase the number of their patrols.
recruits. (Use the Epic Warrior from Chapter 12 of the Blue
Rose core rulebook for Kalynn, with Journeyman-level in
the Knight specialization.) Standing over five and a half
Alaric’s House
feet tall, she has reddish-brown hair with just a few hints Pillow House
of steel gray, which compliment her blue-gray eyes.
Rhydan Captain Wiltell (see Chapter 8) is a chestnut- Alaric’s House is the standard by which all
brown rhy-horse, with a honey-colored mane and tail. other companionship halls are measured.
Wiltell has served as captain of the rhydan members of the Renowned for having the finest food,
Rose Knights for the last seven years. He is a no-nonsense talented performers, and attentive
sort of commander, who possibly takes himself and his companions, those visiting the house
duties a bit too seriously. know they will be pampered, whether
Many are surprised when they learn the short and they are seeking a fine meal and good conversation, a
wiry Quartermaster Gravis Quin (use the Elite Rogue lively debate about politics, an evening filled with song
from Chapter 12 of the Blue Rose core rulebook) is a and games, or a more intimate encounter. The one thing
member of the Knights of the Blue Rose. Standing just a which makes Alaric’s House unique when compared to
hair under five feet tall, he serves as an example that in other companionship halls is that it focuses its services on
combat, skill can be far more important than size. Due caria daunen folk. The shingle over the door reflects this:
to Gravis’ outgoing personality, he is normally the first it is made of stained glass, showing a rising sun above a
to befriend new recruits. He was promoted to quarter- pastoral landscape, with the name in brass letters on the
master four months ago and is still working on becoming wooden frame around the glass. The taproom of Alaric’s
comfortable in the role. When out in the field, Gravis acts is also known for its “dawn-wine,” a drink served in clear
as his team’s scout. glasses that is layered in color from violet to rose to a
cheery yellow-orange.
Story Seeds
Layout
• A road-worn knight arrives at the doors of the Rose
Hall, claiming to be Sir Kreytel and demanding to In the heart of Highmark, Alaric’s House looks like
see King Karthakan. The problem is both Sir Kreytel any other two-story inn or tavern in the neighborhood.
and King Karthakan have been dead for almost 300 Anyone entering the house is greeted by the smell of fine
years. wine and freshly baked bread. The main floor’s common

43
Chapter 2: The High Ward
room has large, overstuffed chairs and more secluded Jaellin’s own table, and the boast might just be an accurate
sitting areas along the back wall. The customers span one. Naturally, prices are exorbitant, and only the very
most age brackets, from those starting out their lives as wealthy can dine here with any regularity. For well-to-do
adults to those enjoying the rewards of a life of hard work. members of the middle class, a trip to the Sovereign might
The second floor consists of rooms for the staff, which are be a once a year treat, and those with lesser means must
appointed with only the finest of furnishings. typically content themselves with a stroll past the heav-
enly smells wafting from the kitchen.
Notable Characters
Layout
The owner of the house is Alaric Fajr (use the Epic Expert,
Chapter 12 of the Blue Rose core rulebook), who stands a The Sovereign’s floor plan is, for the most part, wide
tad over five and a half feet tall and has the graceful and open, with only the kitchen and the offices in back out
lithe body of a dancer. His mahogany-brown hair is kept of the customers’ view. There are no real accommoda-
cropped short, and Alaric always has a warm smile and tions for private dining in the restaurant, since part of
a kind word for everyone he meets. His common attire the appeal of eating at the Sovereign is to be seen eating
while at the house is simply a pair of light linen breeches at the Sovereign. Naturally, everything is made from the
and a silk robe. He tends to wear the robe open, revealing finest materials, to enhance the establishment’s sense of
a series of scars on his chest and stomach that stand out in the utmost quality. Cheeses and cured meats, along with
contrast to the short hair which covers his abdomen. He wine, ale, and other alcoholic beverages, are stored in the
is usually found lounging in the house’s common room, Sovereign’s large cellar.
ensuring that everything is running smoothly.
One of the house’s regulars is envoy Hexton Reyes (see Notable Characters
Chapter 8). Hexton serves as one of the queen’s spies and
has several different personas he can slip into. He frequents The current owner and master chef of the Sovereign is
Alaric’s House in his guise of Selin, who is known in court Thevasto Prade, who has traveled the known world
circles as the nephew of a retired merchant who has left seeking the finest techniques and ingredients and is famed
Selin his holdings in Aldis. Hexton’s build and features for their gastronomic artistry. (Use the Elite Merchant,
are of a sufficiently average nature that he can play them Chapter 8 for Thevasto, adding the Leadership and Taste
up or down based on what clothes and disguises he uses. focuses, as well as the Journeyman-level Contacts talent.)
Due to Thevasto’s influence, the restaurant takes in spices
Story Seeds from as far off as northwestern Rezea and the Forest
Kingdom of Wyss. Such consummate skill requires abso-
• A wealthy merchant has become obsessed with one lute dedication, of course, and Thevasto has little time for
of the house’s employees, Stafvis. It started inno- social engagements beyond the Sovereign, which is gener-
cently enough with lavish gifts and bad poetry, but ally just how they prefer it.
lately the attention has been escalating. Is it just
infatuation or is there something more behind it? Story Seeds
And will it turn violent?
• There has been a poisoning at the Sovereign!
• One of the house’s soft traders, Jacob, has been
(Though, thankfully, not a fatal one, due to the
accused by a client’s wife of theft. Whether or not he
timely intervention of a nearby adept.) Such a
did it, the real mystery is why the envoys are called
thing is, of course, unheard of, and, after making
to investigate a simple burglary.
certain the victim is all right, Thevasto offers a
• One of the newer staff members has been telling hefty bounty to anyone who can find the poisoner.
fanciful tales of something frightful he saw in a Naturally, the authorities are none too pleased
client’s manor in Gentle Rest. Is something sinister with what amounts to an invitation to vigilante
afoot, or does the young man just need a lesson in justice, and they must now work against not just
discretion? the criminal, but also those willing to act outside
the law to earn the promised payday.
The Sovereign • After accomplishing some notable task for a wealthy
Restaurant patron, or perhaps even the city or Kingdom of Aldis,
itself, the player characters are invited to dine at this
Standing right up against the wall esteemed establishment. Naturally, only the finest of
surrounding the palace, the Sovereign is manners are expected of guests at the Sovereign, and
a venerable dining institution. It claims all manner of notables will be present at this meal in
to have the finest food and drink to be their honor. Might they find allies, patrons, or even
found anywhere other than on Queen the first stirrings of some new romance?

44
Chapter 2: The High Ward
adding the Sailing focus and the Novice-level Unarmed
H10 Style talent.) Despite the often raucous atmosphere in the
Trout’s Eye, there are never any fights, and Durkaro is the
Grandwater reason for that. When Siryna came to the city of Aldis, she
brought him with her, and he’s tended the door of the
Encompassing the stretch of the High Ward closest to the tavern ever since she bought it from the previous owner.
Lake Ward, Grandwater is considered a posh neighbor- He has a surprisingly soft voice for someone his size and a
hood, even by the former ward’s elevated standards. It is pronounced stutter, and so prefers to speak with his sheer,
especially popular with affluent people of mixed sea-folk towering presence whenever possible.
ancestry, as well as certain well-to-do rhydan—of types
such as birds, crocodiles, and some kinds of snake—who Story Seeds
are readily capable of moving both on the land and in (or
over) the water. • Old One-Eye has been spotted, again! But how can
that be? He’s just a story, right? And it’s been well
over half a century since even the wildest tales
The Trout’s Eye say he disappeared for good. Still, more than one
Tavern Grandwater fisherman now claims to have beheld
the distinctive bronze-colored giant with the missing
This big, friendly barroom is named for eye. Is it a hoax? A coincidence? Or are stranger
“Old One-Eye,” who became something forces at work?
of a legend among Grandwater’s more
• Patrons return to the Trout’s Eye as it opens early
avid fishermen a few generations ago.
one afternoon, only to find the place has been broken
A trout of especially magnificent size,
into and ransacked in the night, and Siryna is talking
with glistening bronze scales spotted with
with the city guard. She’s awfully tight-lipped about
black and scarlet, he spent about ten years as “the one that
her suspicions as to why someone would do this,
always got away,” to the apparent great amusement of local
and there’s clearly more to the story than meets the
sea-folk. Old One-Eye seemed to like the area around the
eye. Might it have something to do with her and
Grandwater docks, though he suddenly vanished one
Durkaro’s piratical past?
season, without ever being caught. Of course, most current-
day patrons of the tavern dismiss the story as just another
fanciful tale. H11

Layout The Wending


The first floor of the Trout’s Eye is large and open, supported So named for the way that even its major streets often
by stout wooden beams positioned so as to keep the flow zigzag on themselves, the neighborhood known as the
of foot traffic through the place moving as smoothly as Wending has a reputation as a fairly quiet and conserva-
possible. Many patrons choose either to sit along the curve tive part of the High Ward. Well-to-do Jarzoni immigrants
of the bar or else stand near it, while others prefer the often settle in this part of the city, and they’ve built some-
quieter and somewhat more private tables arranged around thing of a community that recalls just a small measure of
the perimeter of the main room. There’s a small pantry in the orderly stoicism of the nation they left behind.
the back behind the bar, with access to the cellar, where all Part of the local personality, however, is the wish to
the casks and bottles are kept until ready for use. avoid any formal temples to the Lord of Light. Though
The second floor consists of a smaller seating area and each home has its own personal temple, many of the
a deck, where patrons can mingle while overlooking Lake locals agree they came here to live as Jarzoni outside of
Vash and the Lake Ward. There is no sleeping accommo- ecclesiastical influence. “The Great Irony” is what the
dation at the Trout’s Eye, not even for the owner, Siryna— locals call the idea that, in order to live as true Jarzoni,
staff have their own homes to which they return at the end they must leave Jarzon itself.
of the night, when Siryna or Durkaro (her most trusted
doorman) lock the place up. H12
Notable Characters
Blessed Hills
Everyone knows that Siryna (see Chapter 8) isn’t her real
name, but it’s what the willowy sea-folk woman who Nestled comfortably between those two exalted insti-
currently owns the Trout’s Eye goes by. tutions, the Royal Palace and the Temple of the Eternal
Durkaro is a hulking brute, even by night people stan- Dance, Blessed Hills is perhaps the most prestigious
dards. (Use the Elite Laborer, Chapter 8 for Durkaro, neighborhood within the city of Aldis. Many of the tree-

45
Chapter 2: The High Ward
lined thoroughfares winding through it are wide enough
Story Seeds
for three or four carriages to travel abreast. Naturally, only
the very wealthiest can afford to reside in Blessed Hills, • At her wits’ end, with no way of ascertaining
and the resplendent “city homes” of the aristocracy (most whether Tarvenyl is even still alive, Kasten makes
of whom also have far more expansive country estates) inquiries to contact adventurers who might be able
are a favorite of sightseers wandering around the capital. to solve the mystery of the powerful adept’s disap-
pearance. Doing so, however, may involve entering
Tarvenyl’s Tower the subterranean chambers of the tower where the
thing that was once Astirien waits, ready and eager
Residence to seize upon and manipulate the misplaced mercy
A sumptuous manor house tastefully of well-meaning rescuers so that it may once more be
arranged around a central tower, the free to wreak havoc upon the living.
home of the vata’an Tarvenyl Ardrillon • In his all-consuming desire to free his child’s spirit
is widely rumored to be filled with from the terrible prison of unlife, Tarvenyl went too
arcane wonders from around the known far, delving into sorcerous arcana, and he perished
world, and even beyond. However, ever while still searching for an answer to his dilemma.
since the war with Kern, guests are not entertained in this Even so, he is now returning home. Given his
house as the tenant is home only a handful of days each mastery of the arcane—including an artifact he
year, before once again departing upon some errand or found deep within the Bitter-Fang Mountains which
another of apparent great import. enables him to hide his new “condition”—who
knows how long it will be before someone is able to
Layout determine that the vata’an adept is now a lich?

Much of Tarvenyl’s Tower is what one would expect from


the lavish home of a wealthy Aldin. The main body of The Great Bank of Aldis
the house has three stories above ground, with an exten- Bank
sive cellar below. In the middle of the property, however,
stands the tower from which the house derives its name. Despite its grandiose name, the Great Bank
An artifact of the Old Kingdom, around which the rest of of Aldis is not officially recognized by the
the house was built, the tower extends an additional two Crown as having any direct affiliation
stories up and an additional two down. with the Kingdom of the Blue Rose—at
Tarvenyl’s private quarters take up the top two levels least, no more so than any other house
of the tower, while its bottom two levels are where he of lending and investment. Still, it is a
conducts most of his arcane experimentation in the rare powerful and well-regarded financial institution, and
event he is at home. He alone has the keys that access both many of the people and businesses of Blessed Hills (and
of these areas. several other parts of the capital city, besides) come here
to keep their wealth in safety. The bank maintains at least
Notable Characters eight expertly-trained guards at all hours of day or night.
(Use the Guard, Chapter 8, with one Elite Guard for every
Imprisoned in a chamber deep below the central tower of
three or four regular guards, and one Heroic Guard as the
Tarvenyl’s home is what remains of his child, Astirien (see
shift commander.)
Chapter 8), taken from him by Kernish kidnappers in an
attempt to turn him against the kingdom of Aldis.
Layout
Meanwhile, Kasten Leffa (use the Noble, Chapter 8),
the elderly human woman who serves as chamberlain at The bank’s first floor gives an impression of blockish
Tarvenyl’s Tower, worries because the master of the house sturdiness, while simultaneously maintaining a certain
has not been home in an unusually long time, even by his aesthetic appeal. Most of this level consists of offices for
eccentric standards. With each passing day, she grows the bank’s employees, where they meet with clients to
increasingly convinced that a terrible fate has befallen accept deposits, negotiate investments, and the like. These
him. Worse still, Kasten suspects her master keeps some offices are neat, reasonably spacious rooms without being
terrible secret in the bowels of his tower, behind doors that ostentatiously large, with maybe a few personal flour-
even her many keys cannot open. Even now, she is consid- ishes. There are also larger meeting rooms, a break lounge
ering whether she should reach out for aid, to discover if for employees, and a locker room for the guards. More
whatever lurks below is connected to Tarvenyl’s seeming or less in the center of the ground level is the manager’s
disappearance, and—if so—whether it can somehow help office, the largest room on the floor.
point the way towards rescuing him from the peril into The lower floor, located beneath street level, is accessed
which he has likely fallen. by way of a long, narrow staircase descending from the

46
Chapter 2: The High Ward
back of the manager’s office. This entire floor,
behind its internal walls of white marble, is
encased in foot-thick slabs of steel, rendered
immune to all forms of shaping arcana by
its artificers. At the bottom of the stairs is an
equally narrow short corridor containing two
solid steel security doors in close succession,
before opening into a room containing the vault
door, which is, itself, also a foot of solid steel in
thickness. Within the vault chamber are shelves
of removable strongboxes of various sizes, as
well as smaller vaults anchored into the floor
and walls.

Notable Characters
While the Great Bank of Aldis is owned by a
consortium of some of the capital’s wealthiest
citizens, with seats on its board of trustees passed
down from generation to generation for the past
two centuries or so, Runa Fallow is its current
manager, tasked by the directors with keeping
the place safe, secure, and—above all else—prof-
itable. (Use the Elite Noble, Chapter 8 for Runa,
adding the Evaluation and Research focuses, as
well as the Novice-level Intrigue (Etiquette) and
Observation (Empathy) talents.) Perpetually
harried by the demands of the job, Runa never-
theless keeps things running smoothly, and
somehow manages to appear cool and collected,
with a calm and reassuring demeanor, when-
ever meeting with clients.
Skorok Vur is the overnight shift commander
of the guards. (Use the Heroic Guard, Chapter
8 for Skorok, adding the Bludgeons, Brawling,
Leadership, and Searching focuses, the Jour-
neyman-level Armor Training and Single
Weapon Style talents, and the Novice-level According to him, he fell asleep next to his wife in
Quick Reflexes and Unarmed Style talents.) Good- their bed in the Outer Ward of the city and then
humored, with a booming voice and a big, powerful build woke up in utter darkness, in unfamiliar surround-
that’s equal measures muscle and fat, the night person ings, alone and afraid. Investigation by adepts
commander is instantly recognizable by his gold right confirms Harald’s story, but uncovers no actual
lower tusk, which he replaced after getting the natural clues as to how a sleeping person was secretly and
one knocked out in a fistfight when he was young. A tracelessly transported into the vault. Is it a prank in
lifelong bachelor now into his middling years, he treats bad taste? A threat against the bank’s security? Or
the other guards under his command like his children something else entirely?
and younger siblings. He makes a point of knowing the
• One of the player characters receives a letter from
names of their spouses and children, what their favorite
the Great Bank of Aldis, informing them that a
foods are, and other such details that give the night shift
distant relative has just died and has willed the
a feeling of family.
contents of a lockbox to them. When they open
the box, they discover just three items: an ornate
Story Seeds electrum key; a spyglass etched with strange
• One morning, Runa opens the bank vault to discover symbols around the edge of the lens; and a golden
a disheveled man within. Scared and unsure of signet ring, the heraldry of which matches no
where he is, he gives his name as Harald, and known modern noble house, whether of Aldis or
claims to have no knowledge of how he got there. anywhere else.

47
Chapter 2: The High Ward
H13 Layout
A modest building by High Ward standards, the Cock-
Lilyfields erel and Onion is small, and popular enough that it gets
crowded easily. Grammen and his staff have become very
Many-colored water lilies stretch far from the banks good at determining the right cutoff point at which to tell
of this neighborhood out into the waters of Lake Vash. people that it’s probably not worth their time to wait for
For years, they have been cultivated (and kept clear of a table to open up. The kitchen leads to Grammen’s own
the docks and traversable channels) to add to the local modest accommodations, as well as a guest room with
beauty and splendor. On sunny days, those looking
a couple of beds typically occupied by Kernish refugees
down from high vantage points see a veritable rainbow
who work for him and stay with him until they can get on
rustling gently in the breeze over the water.
their feet. Additionally, a hatch in the corner of the kitchen
Some of these lilies almost always find their way into
descends to the small storage cellar.
the businesses of the district, and the locals like it that
way. Besides its flowers, the Lilyfields is also known for Notable Characters
an impressive array of cosmetics crafters and perfumers,
all of whom compete to find the perfect color and scent Grammen Krole (use the Laborer, Chapter 8) owns the
palettes for their clientele. More than a few of these place and does much of the cooking, and yet still finds
establishments also employ “personal artists,” hired time to interact with his customers. He’s friendly, in a
to arrive at a patron’s house with their kits and work gruff, hard-edged sort of a way, though some initially find
their artistry upon their clients before balls and other his looming height, wiry gauntness, and hawkish facial
big social events. features to be off-putting. Even after a few years in Aldis
and with the prosperity that’s come of the brief yet highly
H14 lucrative adventuring career that enabled him to settle
down in the High Ward, he’s never managed to (as he
Lendri’s Narrow says) “put any real meat on these bones.” Grammen still
knows his way around a fight, but desperately hopes that
No one these days, not even the wisest of sages from he’ll never again be called upon to put that knowledge
the Royal Colleg, knows who Lendri was. Nor do they to the test. As far as he’s concerned, he’s seen more than
know why this part of the capital city was known as enough bloodshed for one lifetime.
their “narrow” from even the earliest days of the Old Doing a little bit of this and that around the Cockerel
Kingdom. Some speculate that they were a vatazin who and Onion, Lisaya Silán (see Chapter 8) has been with
was the beloved of some ancient king or queen, though Grammen for a little over a year, now.
that notion is based on the very scantest of evidence. In
truth, it seems that this part of the city has always had Story Seeds
the name, and that’s enough for most people.
• Based on her reports and her periodic interviews,
Lisaya’s superiors are concerned that her objectivity
The Cockerel has become compromised with respect to her work
and Onion at the Cockerel and Onion, and she’s being reas-
signed. It’s not so unusual, of course, for a restaurant
Restaurant employee to move on after a year or so, meaning
that no one will suspect anything. While loyal to the
A renowned eatery of the High Ward,
queen, however, she doesn’t want to go. Does she
the Cockerel and Onion is particularly
dare confess her feelings to Grammen, and risk the
noteworthy for the culinary skills of its
consequences?
owner and head chef, Grammen Krole,
a Kernish immigrant. Krole named the • Late one evening, under the cover of a downpour, a
establishment for the primary ingredients dirty, desperate-looking man staggers into the Cock-
in the first meal served to him in Aldis after defecting erel and Onion. Grammen immediately recognizes
from the Lich King’s army during Kern’s disastrous the shabby, haunted fellow as Sams, a member of
recent offensive. The quality fare draws diners from all the same Kernish squadron from which Grammen
over the capital, though patrons are cautioned never defected along with a half-dozen fellow soldiers.
to request “authentic Kernish cuisine.” If anyone does, In plain view of all the customers still in the place,
Grammen typically quips that he’ll be happy to boil them Sams starts ranting that someone—or something—
up an old boot in a pot of muddy water if they really is hunting down the defectors, and only he and
want a taste of his former country’s “home cooking”. Grammen now remain.

48
Chapter 2: The High Ward
Adept Captain, the Master-At-Arms, or the Silver Chate-
H15 laine, all of whom maintain apartments on this floor.
The cellar spans the entire area beneath the building and
Silverhill contains storage for food and drink, the armory, a gymna-
sium for physical conditioning and sparring, and additional
So named for the preponderance of wealthy merchants sleeping space for more junior members of the company
that reside within it, Silverhill actually rises and falls (again, with two or four to a room). In the sub-cellar of
irregularly within its boundaries, though the most desir- the barracks, which is about half the size of the cellar, the
able spots are often found on the neighborhood’s highest Silver Shields keep their (very well-guarded) vault, along
ground. Silverhill is patrolled not just by the city guard, but with any important records not stored with the leaders
also by private security forces (some of whose members of the company. Additionally, there is a mystically-sealed
are retired adventurers and other highly-skilled special- one-way door that accesses the capital’s sewer system, in
ists) hired by a consortium of the most affluent local busi- the event the Silver Shields ever need to send agents out
nesspeople, ensuring that most would-be thieves wisely unnoticed, or—in the highly unlikely event the barracks
turn their attention elsewhere. is ever completely overrun by some enemy—to escape
through an exit virtually guaranteed to be safe.
Silver Shields Barracks Notable Characters
Security Company
First Captain Alfric Benneck (see Chapter 8), a man well-
Despite its austere designation, this regarded all over the capital city, has led the Silver Shields
sprawling manor house looks nothing for about ten years, now. The unassuming young Corporal
like the sort of grim, unlovely building Anya Pell (see Chapter 8) is, as far as she knows, one of
one normally associates with a barracks. the most steadfast and loyal of the Silver Shields. Despite
The Silver Shields, the neighborhood’s being the youngest senior officer of the Silver Shields,
private security company with a charter Adept Captain Dorrin Tyr (see Chapter 8) may also be
granted by the Crown, is based out of this structure, which the most ambitious of them.
those with an eye for such things will note as being rather
sturdier and more defensible than it might seem at first Story Seeds
glance. The distinctive company banner—an unadorned
white shield on a black field—hangs at various points • Finally, after a few years of hemming and hawing
along the tallest parts of the barracks. about it, Alfric has decided to step down from his
position as leader of the Silver Shields so that he can
Layout once again feel the thrill of real adventure. There’s
a problem, however: before he goes, Alfric must
The Silver Shields’ headquarters is an elegant, three-story choose between three equally qualified potential
edifice, with a cellar and a sub-cellar. successors, all of whom very much want the job.
After ascending the half flight of stairs to the iron-banded
double front doors, visitors pass through a foyer and into • Anya Pell’s hidden personality has determined
a large central chamber, overlooked by a mezzanine. that the time is right for her reign of chaos to begin
Guards stand at the ready, armed with crystons. In addi- throughout Silverhill. Using her extensive knowledge
tion to the kitchen and mess hall, the first floor contains of the neighborhood, she begins a rash of cleverly-
several offices and sitting rooms, while the second floor executed thefts and murders, and then allows her
holds the barracks’ considerable library (containing not unknowing baseline personality (which is genuinely,
just books on military science and history, but also adven- wholly innocent of these crimes) to cover for her.
ture stories, romances, mystic treatises, and just about • Dorrin Tyr forces a vote over the leadership of the
anything else a company member or guest might be inter- company. Technically, the charter permits this, but
ested in perusing). Sleeping areas for the lower-ranking such a measure has never before been employed
members of the company (either two or four to a room) are save in cases of dire emergency, and the move is
also found here, in addition to small private bedrooms for not well looked upon. He has the votes to assume
officers of middling rank. control of the Silver Shields, though his indelicate
The third floor contains the offices and personal quarters handling of the issue—an uncharacteristic misstep
of the senior officers of the company, along with accom- for someone so accustomed to patience in his
modations for the Silver Shields’ occasional guests. Access schemes—threatens to break the company apart.
to this area of the barracks is (obviously) strictly regulated, Now a great many nervous citizens of Silverhill
and even junior members of the company are not permitted wonder who, exactly, is walking away with what
onto the third level of the building without express permis- information about their homes, their wealth, and
sion from either the First Captain, the Second Captain, the their families.

49
The House of
the Thousand 8
Ways
7

2
6
1

4
3 3 1. Reception Area & Lounge
2. East Wing (novice workers)
3. Lower West Wing (novice workers)
4. Garden Courtyard
5. Upper West Wing (veteran workers)
6. Offices
7. Julinn’s Reception Balcony
8. Julinn’s Private Chambers

first floor for clients to get a drink or two and briefly


The House of the socialize with one or more members of the soft trade staff,
Thousand Ways before retiring to more private accommodation. Secu-
rity is subtly, though pervasively, scattered throughout
Pillow House the establishment, and has admittance to back corridors
and stairwells allowing quick access to any part of the
“There are one thousand right ways
building within moments. Newer workers have their
to love,” reads the inscription over
quarters on the ground level. Most of them only stay
the door to the House of the Thou-
for a month or two, perhaps up to a year, before moving
sand Ways. The house caters to an
on to other prospects. The enclosed garden courtyard of
all-encompassing spectrum of healthy
the house, forever in bloom with some of the loveliest
sexualities, and to nearly every manner
flowers from around the known world, is accessible from
of erotic preference. All the sex workers have the right to
various points on the first floor.
accept or decline any client, and the policy of the house is
More senior workers in residence (which is to say,
that they need give no justification for their choice. Harm
those who combine time employed by the house and
(outside of that consensually agreed-upon by all parties)
consistently solid earnings) have somewhat larger quar-
and harassment (whether of staff or other clients) are
ters on the second floor. The offices for all the support
absolutely not tolerated and, at the very least, result in
that goes into running the place are up here as well.
immediate removal from the premises, with a probable
Julinn hires the house’s retired sex workers to fill these
ban on return for anything ranging from a year to a life-
administrative roles whenever possible, both to ensure
time. Furthermore, the authorities are always contacted
to deal with troublemakers—one plays strictly by the their continuing good employment and because they
house’s rules, or one pays the price. understand the business better than anyone. Security
is based just next door to the main office. Julinn’s own
Layout private quarters comprise the entire second floor of the
east wing, and the rare visitors permitted within recall
The House of the Thousand Ways is spread out into it as a place of exotic splendors and magnificent experi-
various wings, with relatively small central areas on the ences for all the senses.

50
Chapter 2: The High Ward
favored by picnicking families, both from the High Ward
Notable Characters
and elsewhere in the city, while by night they are consid-
The mysterious owner of the House of the Thousand ered auspicious places for lovers to stroll along the softly-
Ways, Julinn the Masqueless (see Chapter 8) is a person lit paths wending through the trees.
of ever-changing face and form. Seemingly possessed of
some marvelous trick of shapeshifting, Julinn changes to
suit the moods, needs, and desires of the very few clients
Tegra’s Smithy
they personally deign to entertain. Weapon & Armorsmith
The elderly Sengzi (use the Merchant, Chapter 8) tends
Those who know their steel come to the
bar in the main lounge of the House of the Thousand Ways.
High Ward to seek out Tegra Fire-Eyes
He and Julinn seem to be old friends, judging by their
and the craft of her forge. While sturdy,
banter. To ease the difficulties posed by his missing legs,
beautiful arms and armor are available
a rail-mounted sliding seat behind the bar accommodates
“off the rack,” so to speak, those with
Sengzi so that he can quickly move back and forth, pushing
the coin (or whom Tegra deems worthy,
himself off regularly-spaced handholds to refill customers’
regardless of their ability to pay) can instead commission
glasses and chat with those who might be feeling talk-
a custom piece, into which the master smith pours all of
ative. He has a knack for not just remembering his regu-
her skill and artifice. More than one Knight of the Blue
lars’ favorite drinks, but also correctly guessing which one
Rose wields a weapon or shield, or wears a suit of armor,
someone might be in the mood for at any given time.
made for them by this renowned artist.
Story Seeds Layout
• Someone roughed up one of the house’s employees
Tegra and her family enjoy a home of the sort common
and has seemingly slipped out of the city to some-
to the middling wealthy class of merchant families in
where into the surrounding countryside. While the
the capital city. Much of the first floor is taken up by the
authorities are on the case, progress is slow, and Julinn
smithy and other necessities associated with the business.
also wants to hire some “independent contractors” to
Tegra’s wife, Ne’hua, for instance, has an office on this
bring the culprit back for proper justice. The House of
floor, and her husband, Haemon, keeps many of his books
the Thousand Ways has a reputation to uphold, after
on ancient arms and armor, alchemy, metallurgy, and the
all, and Julinn is adamant that all of their workers feel
like on this level, as well.
safe, valued, and appropriately cared for.
The second floor is the family’s residence, with private
• A headstrong local noble has fallen madly in love bedrooms for all three adults, a nursery for the children, and
with one of the house workers, showing up and spare rooms (presently guest rooms) into which the little
making grandiose proclamations of love and ones can move as they get older. Additionally, the kitchen,
demanding the object of their affections let them dining room, and bulk of Haemon’s library are here.
whisk them away to a life of leisure, which isn’t
something the worker wants. Worse still, the noble’s Notable Characters
political rivals are sniffing around for good, embar-
rassing dirt on the noble, whose only real crime is Proprietor and smith, Tegra Fire-Eyes (see Chapter 8) is a
a passionate heart. A friend or contact of the player master craftsperson whose arms and armor are renowned
characters at the House asks for their aid. not just across the city of Aldis, but also throughout the
kingdom as a whole.
• The truth of Julinn’s identity comes to light, and the
Tegra’s human wife, Ne’hua (use the Noble, Chapter
scandal threatens to bring down the House of the
8), originally hails from Ty-An, in Lar’tya. The daughter
Thousand Ways. Both clients and civil authorities
of an extremely traditional Hagin caste family, Ne’hua
(and even many of the employees!) are deeply uncer-
chafed even from an early age at all the rules and restric-
tain as to the best course of action, and persuasive
tions put upon her by well-meaning but hidebound
voices will surely be able to sway the argument one
relatives. She left home as a teenager, unwilling to be
way or the other.
constrained by the ancient weight of traditions in which
she had no say. She ably manages the finances of her
H16 chosen family’s business.
Tegra’s human husband, Haemon Wythe (use the Adept,
Riverway Chapter 12, Blue Rose core rulebook), grew up right in the
city of Aldis. In contrast to the relative youth of both Tegra
Staking its claim along a particularly picturesque stretch and Ne’hua, Haemon is in his later middle years. Though
of the Rose River, Riverway is renowned for the idyllic an adept of some small skill, he finds little time for his
wooded parks along the water’s edge. By day, these are mystical studies these days, much preferring to devote his

51
Chapter 2: The High Ward
attention to the care of Shahal, his little daughter by Tegra,
Notable Characters
and Kodee and Fane, his young twin sons by Ne’hua.
Ashento (use the Noble, Chapter 8), who bears the distinc-
Story Seeds tion of being known as a Rhydan Friend, hails from the Forest
Kingdom of Wyss, though she left as a youth for reasons she
• Tegra’s father, Azravel, a vata’sha weaponsmith
does not discuss. Those who know her best understand that
still in the prime of his life, comes to the city of
the matter of her homeland is a painful one for her, for what-
Aldis to visit his daughter, whom he has not seen in
ever private reasons, and they do not press the issue. Now of
over a decade. It seems he’s considering settling in
middling age, she still has the lean, strong, nimble physique
the capital to be closer to his last surviving family.
of one who was raised among the towering lann trees. Her
There’s only one problem: Tegra remembers how
long-fingered hands can expertly find and soothe the aches
finicky, overbearing, opinionated, and uncompro-
and pains in almost any rhydan, while she sings beautiful
mising Azravel can be, and she has her doubts that
old songs to them in her melodious voice.
she and her father can peacefully coexist in such
Ashento’s partner in the business, and her rhy-bonded
prolonged proximity to one another.
dearest friend, Shili (see Chapter 8) is a rhy-cat of espe-
• Seemingly from out of nowhere, Tegra presents one of cially gorgeous appearance.
the player characters with a piece of armor or weap- The tall, strong night woman Elisenda (use the Elite
onry appropriate to them, claiming that she received a Laborer, Chapter 8) is one of the Rest’s employees with
vision from Goia in her dreams directing her to create a very specific set of skills: she is a dab hand with a curry
it and to whom it must be given. Tegra is as surprised comb and the establishment’s foremost groomer, a favorite
by this as anyone, as—despite generally professing of the many rhy-horses to be found in and around the city
faith in the Primordials and the Seven—she is not that of Aldis. Her large, deft hands are capable of working out
devout. Is this vision true, or are other forces at work? the toughest of tight saddle muscles or digging stones out
If the latter is the case, then to what end? of hooves. Her eye for equine beauty is second to none,
and she utilizes everything from simple shears to coat-
Rhydan’s Rest dyes and exquisite braiding of manes and tails to flatter
and enhance her clients’ appearances.
Rhydan Grooming
Story Seeds
Catering to the capital city’s rhydan popula-
tion, both residents and visitors, Rhydan’s • Kamuna, a woman roughly Ashento’s age, comes
Rest is a place where these extraordinary to the city of Aldis, seeking her out and demanding
creatures can receive massages, expert that, as her wife, she return home to Wyss. In the
grooming, and other pampering services years since Ashento fled her homeland, Kamuna
they might not normally be able to find has become a powerful and influential person in the
elsewhere. Each member of staff is trained Forest Kingdom, and her voice carries considerable
to work with at least several rhydan body types, and the weight in matters such as trade negotiations and
establishment makes use of special instruments and herbal treaties of alliance. Ashento has no desire to leave
and alchemical preparations—to ease the molting of scales her current life, but Kamuna is thoroughly willing to
or feathers, to painlessly manicure claws that have grown apply political pressure in order to force the issue.
unruly, to alleviate skin conditions particular to various
• A rhy-raven, Onyx, has gone missing from Rhydan’s
kinds of beasts, and the like—in its treatments.
Rest. The attendant, Simon, stepped out of a room
with no other doors or windows for just a moment
Layout to fetch a molting brush, only to return and find
The entire atmosphere in Rhydan’s Rest is one of tranquility Onyx gone without a trace. No one has claimed
and relaxation. All treatments are given in private rooms responsibility for the disappearance and no one has
(some of which can be accessed directly from outside, demanded a ransom, making the vanishing all the
for the comfort of particularly large rhydan), which are more puzzling. Ashento and Shili both want answers,
enhanced with plants, pools, and fountains to best simulate lest clients stop feeling safe in the establishment.
a natural environment. Obviously, a preference is given to • Rhydan’s Rest receives an unexpected—indeed,
larger rhydan for larger rooms, but requests from smaller unprecedented—guest: a young griffon! Having heard
types of rhydan for more spacious accommodation for a of this Rhydan Friend, Ashento, and the good work she
session are honored whenever possible. does, the majestic beast has (perhaps unwisely) deter-
The second floor contains still more rooms for treat- mined to avail himself of her services. The appearance
ments, as well as the private living quarters for Ashento of a griffon in the capital creates all manner of commo-
and Shili, the proprietors of the establishment. tion and problems throughout the city.

52
Chapter 2: The High Ward
H17

Temple of the
Eternal Dance
Temple of the Primordials & the Gods of Light
The grandest temple to the Primordials and
the gods of Light in the known world,
the Temple of the Eternal Dance stands
on the highest hill in the capital city of
Aldis, so that people all throughout the
city and those approaching it might look
upon its magnificence and remember that these
gods of goodness have been kind, indeed, to
the Kingdom of the Blue Rose. People come
from everywhere in the kingdom, and from
even further abroad, to worship here, where
it can often seem as though the touch of the
divine is more closely felt than anywhere else
in Aldea.

History of the Temple


The temple stands at the precise site
occupied by a similar structure during
the reign of the Old Kingdom, for which
it served the same function as it now does
for Aldis. The downfall of that great nation,
however, and the instigation of the Shadow Wars
left the original structure ruined and defiled, its beauty
defaced with a thing of horror raised to the glory of the
exarchs of Shadow. Nearly every part of the earlier temple
was destroyed—from the grandest statues down to the welcome to gather, rest, play, and otherwise enjoy it, in
smallest artistic flourishes—and replaced with night- keeping with the goodwill of both the Primordials and
marish imagery. When Queen Seltha began the pains- the Seven towards all of their creatures. Indeed, the
taking process of rebuilding what had been destroyed by priestly adepts who manicure the grounds tend to look
the Sorcerer Kings, she made a special priority of restoring upon the wear and tear of regular use as an opportunity
the Temple of the Eternal Dance to its former splendor, to indulge their artistry and change things up, just a little
an endeavor which continued under the next several bit, each day.
monarchs of Aldis.
Great Plaza
Layout
Often a favorite spot for religious services when the
The Temple of the Eternal Dance is, in essence, an entire weather cooperates (which is frequently the case in Aldis),
small neighborhood of the High Ward in itself. It consists the Great Plaza is a trapezoidal, open-air courtyard located
of several buildings of the temple proper, grounds, directly west of the temple itself and crafted of the same
outbuildings, ponds, walkways, and a great, central pale blue marble, veined with silver and gold. Ceremonies
outdoor plaza. in honor of the Primordials—associated as they are with
nature, the elements, the heavens above, and the turning
Temple Grounds of seasons—are especially popular in the Great Plaza.

Some of the loveliest landscaping in all of Aldis is here, The Temple


with grasses, flowers, and trees all meshed together into
a harmonious whole. Little ponds crossed with stone Standing taller than any other structure in the capital and
walkways dot the grounds. But this area is very specifi- likely one of the tallest buildings in the known world—if
cally not maintained in a pristine state, and people are not the tallest—the Temple of the Eternal Dance looks like

53
Chapter 2: The High Ward
a blue-petaled flower from above, gleaming with flecks Adellon Koah is another well-known priest of the
of silver and gold and a central dome of shining silver. Temple of the Eternal Dance. (Use the Elite Scholar,
Every last inch of craftsmanship within the temple is of Chapter 8 for Adellon, adding the Leadership and Reli-
the greatest quality to be found anywhere in the Kingdom gious Lore focuses, and the Journeyman-level Lore talent
of the Blue Rose. Priests and worshipers come and go at all and Novice-level Oratory talent.) A human born in poverty
hours of the day and night, and there are spaces in abun- on the outskirts of the kingdom, he used his keen wits to
dance for both public services and private meditation. As rise to a position of prominence within the faith, and can
priests are members of a decentralized professional class often be found offering impromptu theological lectures to
in Aldis, there are no dedicated quarters within the temple small crowds on the grass of the temple grounds.
for the clergy to reside in nor any throne rooms or audi- A vata’sha acolyte and groundskeeper, Ayazrin (see
ence chambers for anything like an arch-priest. Instead, Chapter 8), is also a common sight around the temple’s
the entirety of the structure exists for the common spiri- green spaces, and he always makes time to chat with
tual good of all people, whether Aldin or foreigner, who friendly folks.
come in a spirit of loving friendship and altruistic good-
will. When members of the priesthood feel the need to Story Seeds
meet, they do so in the various side chambers set aside for
smaller gatherings, just like anyone else. • In a truly remarkable move, Hylan Kerris, the Hiero-
phant of the Church of Pure Light (see Chapter 7 of
Temple Outbuildings the Blue Rose core rulebook), is coming to the Temple
of the Sacred Dance to discuss matters of theological
Scattered across the hill occupied by the temple and its diplomacy. Obviously, the inherently decentralized
grounds, these five outbuildings consist of two one-story nature of religious faith in Aldis makes this a bit more
structures directly abutting the temple, and three other, complex than if he were to speak to a sole authority
taller buildings west of the Great Plaza. They serve as both figure, but the fact that the Jarzoni high priest is even
storage for the temple and (in the case of the larger struc- willing to undertake this journey could mark the
tures on the far side of the plaza) as housing for priests beginning of an amazing new era of peace and under-
without much in the way of material wealth. standing between the two nations—or it could prove
the precursor to a falling out that may well lead to war.
Daily Operations
• A band of adventurers returns to the capital city
Other than during services for the holy days of the Aldin bearing a strange prize: an almost perfectly intact
calendar (see Chapter 6 of the Blue Rose core rulebook), grand statue of Tyrexxus, which used to occupy the
there really are no regular daily protocols at the Temple of profane cathedral to the exarchs raised during the
the Eternal Dance. Priests preach and minister to the people Shadow Wars where the Temple of the Eternal Dance
as the spirit moves them, and congregants tend to gravitate now stands. Cultists of Shadow managed to spirit
toward the services of those priests whose methods and the statue away, saving it from destruction, and now
messages most speak to them as individuals. A service is these adventurers wish to return it to the city as a
just as likely to transpire during a leisurely walk around cultural artifact of a dark time. People are divided as
the temple grounds as it is in the temple building itself. to whether it should be preserved as a relic of history,
Spirit dancers are known to put on regular performances or simply destroyed as a perpetual affront against all
in the Great Plaza, but these are just as often spontaneous that is good in the world.
exhibitions as they are planned events. Of course, Aldins • The priests of the temple are soliciting opinions
also perceive worship in a wide spectrum of activities, so from among both citizens and visitors from near
picnicking families on the grounds are seen as engaging the and far in an ongoing dialogue as to whether or
sacred in every bit as meaningful a way as those deep in not to openly and formally (as formally as reli-
spiritual reflection before the lofty statues of the Seven. gious matters ever are in Aldis) add the venera-
tion or even worship of the Golden Hart to the
Notable Characters rites observed in the Temple of the Eternal Dance.
The primary argument in favor is that doing so
Perhaps the most respected member of the temple’s clergy,
embraces the unique cultural role that the Hart
Mother Naya (use the Noble, Chapter 8), is an elderly
plays in Aldin culture as a figure of divine guid-
human woman who typically goes barefoot and dresses in
ance. The strongest stance against is over concerns
the simplest of robes, ministering to the spiritual needs of
that the temple will feel less inclusive to those from
all who seek her out. Her face is creased with the countless
elsewhere in the world, who do not necessarily
lines of long decades of loving smiles, and her gentle voice
share in the favor of this explicitly Aldin being.
is a balm to those whose souls are troubled. She claims
no power or authority whatsoever, but even the queen is • A player character known for their faith in the
known to seek her wise counsel from time to time. Light is approached by a priest of the Temple of

54
Chapter 2: The High Ward
the Eternal Dance, who alleges that one of their doned them to return to the west and her own people.
fellow priests is, in truth, a member of the Cult of He was already a young man when his father, by then
the Crimson Eye. This priest has circumstantial a prosperous merchant, remarried, and his father set
evidence to go on, at best, and dares not seek out him up with sufficient funding to start his own busi-
the authorities yet for fear of starting a panic. Is this ness. Opting to settle in the capital, Shai’if indulged the
claim true, misguided, or even a deliberate scheme yearning for water left in him by his mother’s blood, and
initiated by the accuser (who may be the actual hired skilled craftspeople to make splendid pleasure craft
Crimson Eye cultist)? for Aldis’ well-to-do. The quality of his products earned
him a reputation as the man to talk to for a sailboat that
H18 married both elegant form and useful function, and he
was handily elected to his post among the Fellows earlier
Rosewater Head this year.
Linnea Selder (see Chapter 8) is one of the quieter
Perched comfortably along the shore where the Rose Fellows, though she’s always got a friendly smile and a
River and Lake Vash meet, Rosewater Head ranks only word of greeting for the others. She likes to take long,
just behind Blessed Hills as the neighborhood of choice lonesome trips out on Lake Vash—particularly on rainy
for the capital’s upper crust, and many actually prefer the days, or those most other boaters consider undesirable.
former for its ready access to the water. Numerous fami-
lies throughout Rosewater Head maintain pleasure craft Story Seeds
in boat houses and at yacht clubs along the waterfront.
• The week of the Fellows of Lake Vash Regatta is at
The Fellows of Lake hand! Each day sees boat races out on the lake, and
onlookers line the shores and pilot their own craft
Vash Guildhouse out to the designated areas for spectators to watch
the various competitions. Naturally, there is food,
Social Club games, performances, and other such activities suit-
Sporting what’s ultimately a very fancy able to the regatta’s carnival atmosphere!
name for an otherwise very ordinary (if • People in the eastern Lake Ward have begun to
prestigious) yacht club, the Fellows of sicken. Investigations turn up invasive, poisonous
Lake Vash have their “guildhouse” in freshwater plants growing near the bend where Lake
a prime position where the Rose River Vash narrows and turns west, and no one knows
widens out into the lake. The Fellows where they’ve come from. Linnea Selder has seeded
are known for their charitable works throughout the city these plants and encouraged them to grow, curious
and beyond, raising funds to aid with civil improvement
to test her first strategy for striking at the city of
projects, educational initiatives, and other public goods
Aldis in the name of Ulasta. If she’s not identified as
that greatly benefit from the coin of the wealthy. A royal
the culprit in a timely manner and stopped, her next
seal of commendation honoring these works is proudly
attack may be much, much deadlier.
displayed in the anteroom of the guildhouse.

Layout H19
The guildhouse consists of two floors, the bottom of which
is largely an open space, with a kitchen off to one side
Templehome
and a small meeting room on the other that overlooks the
While not officially a part of the grounds of the Temple
water. Through the back, members and visitors can access
of the Eternal Dance, Templehome is nevertheless the
the guildhouse’s docks. The second floor is rather smaller,
neighborhood where many of the capital’s priests have
with an office for the chairman and two rooms for private
traditionally chosen to reside. Priests are by no means
use by senior Fellows and their guests.
the only residents of Templehome, nor even a majority of
Notable Characters them, but their presence throughout this area is ubiqui-
tous. Some are well-off and have homes entirely to them-
The current chairman of the Fellows, Shai’if Abharisti selves, while others (typically of humbler means) choose
(use the Merchant, Chapter 8), grew up with just his to pool resources to buy or rent buildings in which they
human father for family after his sea-folk mother aban- live communally.

55
uilt along the northwestern edge of Lake Vash, the thrown into the mix. Yet where there is beauty, light,

B Lake Ward contains several partially submerged


neighborhoods, and heavy rains can cause flooding
in the rest of the ward. The challenges of building near
and prosperity, there is also intrigue and adventure. The
narrow streets and canals are the perfect environment for
business deals (legal or otherwise), secretive liaisons, and
water make the Lake Ward visually distinct from the hidden danger.
rest of Aldis. Along the shore, Lake Gate Street sports a
perimeter of shas crystals mounted on short stone plinths LA1
to repel floodwaters. Most structures are built from istria
(meaning “dry stone”), a dense, cream-colored limestone
that naturally resists water damage. At the water-line,
Bloomridge
thick bands of enchanted ceramic tiles protect the ward’s
buildings from rot and erosion. These colorful tiles cast For most of Aldis’ history, Bloomridge was a scattered
a soft, romantic glow through the water at night, which collection of wealthy, secluded villas far from the bustle
mingles with the light from gondola lanterns to transform of the city center. That changed fifty years ago, when the
the Lake Ward into a shimmering mirage on the shore. Falish family converted their Bloomridge estate into a
Aldis is not coastal, so sea traffic to the capital travels lavender farm. The flowers flourished in the mild Aldin
upriver and docks in the Lake Ward. Cultural mingling climate, and soon enterprising farmers started planting
from the Rose River waterway has left its mark. Traders new flower fields. Now the gentle green hills flush bril-
sell everything from Pavin Weald furs to Lar’tyan violet liant purple from late spring through summer. When the
pearls. Gossip flows as freely as goods, in a dizzying wind blows from the north, the smell of lavender carries
variety of Aldin dialects with some Faento and Lar’tyan all through the Lake Ward to the shore.

“You’re lost? My dear guest, lost is the only place worth going. Oh, don’t look so perplexed. If you’re ready
to be found, I’ll row you home. But if you’re still lost, there is a beautiful little temple not two canals away…”
- Master Connor Bartia of the Gondolier’s Guild

56
Lake Ward
d
ar
W
le
idd 1
M 3

6
4

8
Hig

10
h
W

11
ar

7
d

13

1. The Institute of Arcanobotany


2. Aldis Dueling Club
3. The Sleepy Drake 13 9. Academy of the Dance
4. The Soul’s Flame 10. Marzim House
5. Matchmaker’s Guild 11. Gondolier’s Guild
6. Dorn & Byorn’s Golden Alehouse 12. The Bellwater
7. Lilyglow Park 13. Reedsong Village
8. Goia’s Plaza 14
14. The Flashgate

The Institute of Public Garden

Arcanobotany Compared to the High Ward’s neat, sculpted hedges,


the Public Garden (1) is a downright mess, a labyrinth of
University clashing colors and scents year-round. The Institute uses
this space as an open classroom to test out ideas. As long
This Royal College offshoot is one of the as a plant isn’t dangerous or invasive, it’s welcome in
youngest civic institutions in Aldis, the Public Garden. Specific, easily accessible sites within
founded fifteen years ago by Professor the Public Garden are set aside as teaching areas for the
Kyra Emauri. The Old Kingdom’s students of Loveridge Academy (Chapter 4) as part of the
shapers grew potent medicinal herbs two institutions’ close collaboration.
from all over the continent, using arcana
to augment the properties of many different plants. The Dormatories
Sorcerer Kings later twisted the discipline to create razor-
sharp bramble walls, toxic spores, and other brutal tools The student dormitories (2) at the Institute overlook the
of war. Unfortunately, few historical records of arcano- Public Garden, and tending the plants is part of every
botany survive, and modern arcanobotanists rely upon student’s training. With constant care, some plants grow
trial and error as much as past knowledge. They wear up to twice their natural size. The garden is also open to
sky-blue jackets emblazoned with a forest green leaf over the public, as the name suggests, with community plots
the heart, signifying their allegiance to both the Royal reserved for residents of the Lake Ward to grow their own
College and their own Institute. The Institute is still herbs and vegetables. Despite the visual cacophony, or
expanding every year, with new students arriving with perhaps because of it, the Public Garden is a popular desti-
each intake to try their green thumbs. nation for young poets and artists.

57
Institute of
Arcanobotany
2

1
3

5
4
3

1. Public Gardens
2. Student Dormitories
3 3. Greenhouses
4. Arcanobotany Library
6 5. Classrooms and Offices
6. Seed Vault

to protect the integrity of the seeds. For Aldis as a whole,


Greenhouses
the seed bank helps protect against long-term famine if
In stark contrast to the chaotic Public Garden, the green- disease devastates a particular crop.
houses (3) stand in a neat row, with glass-covered walk-
ways connecting them to one another. A complex system Notable Characters
of shas crystals and air vents protects the delicate plants
and prevents contamination of the outside environment. The Institute’s founder, Professor Kyra Emauri (see Chapter
The greenhouses are divided into two categories: exotic 8) knows every student by name, despite her busy schedule.
and experimental. The exotic greenhouses breed plants Arcanobotany is a small field with a narrow focus, so she
from other climates, while the experimental greenhouses maintains a warm, almost familial relationship with her
contain plants modified with arcana. Only Institute faculty fellow scholars. The librarian Paolo Arides and his husband
members can access all the greenhouses, with students Corso (use the Elite Scholar, Chapter 8 for both) are the
gaining limited access as they advance in their studies. junior faculty members at the Institute. Paolo likes to think
Each spring, the Institute donates selected greenhouse of himself as the linchpin of order among his exuberant
sprouts to farmers in Cropwick, to see how the modified peers. Corso has a reputation as a prankster, and spends
plants fare on Aldin farms. Rumor has it that the Insti- the majority of his time out in the grounds and greenhouses
tute has tried cultivating everything from Rezea’s blue with the students. During harvest season, Kyra travels
trumpet flowers to Lar’tyan tropical fruit. Aldea in search of new and interesting specimens, leaving
Paolo and Corso in charge of running the Institute.
Fallen Leaves Hall
Story Seeds
Professor Emauri recreated the academic environment of
the Royal College in these joined buildings, which house • A young artist vanishes from the Public Garden,
the arcanobotany library (4), classrooms & faculty offices leaving only a trail of paint and blood behind.
(5), and seed bank (6). Anyone can peruse the library, • A Jarzoni envoy demands the extradition of a prom-
though most visitors find the books incomprehensible due ising student, who turns out to be a Jarzoni heretic
to the highly specialized nature of arcanobotany. The seed on the run.
bank is the Institute’s most valuable resource, and only
Professor Emauri has its master key. This repository stores • An accident in an experimental greenhouse releases
seeds from all over Aldea, as well as from every modified powerful hallucinogenic spores into the air. Those
greenhouse plant. As in the greenhouses, linked shas crys- exposed are driven into a violent frenzy. Can they be
tals regulate the seed bank’s temperature and humidity subdued before they hurt themselves or others?

58
Chapter 3: The Lake Ward
the festival. These duels are consistent crowd-pleasers,
LA2 especially during the Feast of Braniel. With love in the air
and passions running high, duelists sometimes sell their
Public Festival services, crossing blades with a romantic rival on someone
else’s behalf.
Grounds
Notable Characters
When Aldins first began celebrating the Festival of
Service, the capital couldn’t handle a yearly influx of visi- At first glance, Bernaeus the Bold (use the Guard, Chapter
tors from all over the kingdom. Unwilling to turn anyone 8) doesn’t seem like the leader of a Dueling Club. His light
away, citizens pitched tents between Wildflower Way brown hair is thinning and he walks with a pronounced
and the northern edge of the Lake Ward to accommodate and painful limp. Yet Bernaeus is well-loved among the
those who couldn’t find a room. These makeshift roadside Dueling Club’s students for his excellent teaching skills.
inns soon attracted food stalls, peddlers, and entertainers. Without the stereotypical duelist’s ego, his patience and
Early in her reign, Queen Varti set the land aside for public good humor can make a decent swordsman out of even
celebrations. the most hopeless novice.
On each major holy day, the Public Festival Grounds His protégé Bria Gryson (use the Elite Warrior from the
transform from empty land to a bustling tent village. Trav- Blue Rose core rulebook) fits the stereotype of duelists far
eling priests set up temporary shrines along Wildflower better, with her fiery red hair and equally fiery wit. But she
Way. Acrobats, singers, and storytellers perform at all is even more dedicated to the Dueling Club’s success than
hours of the day and night. The wafting aromas of festival to her own considerable reputation. Her efforts to recruit
foods start early in the morning, and don’t stop until well new blood have expanded the Dueling Club to its largest
past midnight. membership in over a decade.
Roamer caravans also frequent these festivities, and
often use these grounds for their own camps when visiting Story Seeds
the City of the Blue Rose. They cherish the opportunity
to reconnect with far-flung kin during the holy days, and • On the eve of Gravihain, two children vanish
often linger until the next full moon before departing. from the Public Festival Grounds. Rumors about a
vengeful ghost spread like wildfire.
Aldis Dueling Club • A visiting Roamer caravan unknowingly harbors a
Kernish spy. Rumors of this have reached the Sover-
Interest Club eign’s finest. Can the villain be rooted out before the
Though dueling is not exactly a profession, caravan leaves Aldis?
the Dueling Club resembles a profes- • Guards find a famously hot-blooded duelist dead
sional guild, complete with teachers, in his tent, with his own parrying dagger driven
classes, and membership dues. Twice through his tongue. His list of enemies is a long one.
a month, members set up large tents in Can his murderer be found?
the Public Festival Grounds, gathering
to spar with one another and learn from master duelists. LA3
Anyone who wishes to learn the blade can join, so the club
has an eclectic membership: adventurers, street bravos,
ship captains, and even foreign envoys. Tensions can run
Greatring
high. Duelists are notorious for their rivalries and inflated
egos, so the Dueling Club has one inviolable rule: club Garlan Greatring was the most daring pirate of the Great
meetings are always neutral ground. Even bitter enemies Rebellion, raiding the Sorcerer Kings’ ships up and down
on opposite sides of the law must set aside their enmity the Rose River. Even after his mysterious disappearance,
until the tents come down, or leave the Festival Grounds his legend continued to inspire his fellow night people to
to settle their score. fight against oppression. According to the stories, he gave
most of his loot to the rebels, then hid his personal fortune
Layout beneath the cobbles of his childhood home in Aldis.
No one has ever found Greatring’s treasure, but this
During most meetings, the Dueling Club sets up three neighborhood still bears his name and legacy. Greatring
tents: one for beginner and intermediate students, one is more densely populated than most of Aldis. A single
for advanced duelists, and one for free sparring. But on narrow building might house a young sculptor’s studio, a
major holy days, when the Public Festival Grounds over- Trebutane-inspired restaurant, and apartments for visiting
flow with people, the masters host spectacular exhibi- envoys. The streets of Greatring bustle all day and night,
tion duels on wooden stages constructed specifically for fed by the energy of the youthful inhabitants.

59
Chapter 3: The Lake Ward
ably larger than the average rhy-cat, with one missing ear
The Sleepy Drake and a jagged scar over his left eye. Despite his imposing
Tavern demeanor, Xander has a soft spot for fellow rhydan, espe-
cially those unused to city life. He takes it upon himself
Eldhel Aurane, the vata’sha owner of the Sleepy Drake, to help new arrivals find their bearings, and offers them
has a dozen different stories for how she founded the sanctuary at the tavern if they ever find themselves in
tavern. Perhaps she won it in a game of cards against a trouble.
drunken merchant, or maybe a shaper passionately in love
with her raised the building from the cobblestones. What- Story Seeds
ever its origins, the Sleepy Drake is one of the
most popular taverns in the Lake Ward, • Two poets vie for the love of a merchant’s daughter,
especially among young people. For a and the tavern’s patrons start taking sides.
modest price, the wine flows freely, as
• A friendly drinking contest ends with one of the
do the stories and shameless bragging.
participants dangerously ill. Is this a tragic accident of
Recruiters from the Sovereign’s Finest
immoderation, or is something more sinister at work?
sometimes spend an evening here, looking
for promising talent—or potential troublemakers. • Construction of a new cellar unearths an unidentified
relic from Delsha Artanis’ early rise to power.
Layout
LA4
The drinking area is open-air, in a large central courtyard
with a jumble of heavy round tables and low stools. Guests
are encouraged to share tables and meet new people. The Varti’s Rise
rough-hewn shelves in the corners of the courtyard carry
well-worn dice, packs of cards, game boards, and even a This quiet residential neighborhood is named for Queen
deck of the Royal Road tarot. The kitchen, keg room, and Varti the Builder, who led much of the city’s reconstruc-
pantry are enclosed and off-limits to guests. Eldhel and tion after the Great Rebellion. Varti’s Rise borders both
Xander live in small apartments attached to the opposite the Middle and High Wards, making it a convenient home
side of the courtyard. Twice a year, the Sleepy Drake teams for well-to-do merchants and resident nobles. Life here
up with the Dueling Club, clearing the tables to host an is more relaxed than the frenetic energy of Greatring or
amateur tournament. The winner earns a week of free food the constant flow of trade along the lakeshore. The locals
and drink at the tavern, as well as all-important bragging like to gossip and discuss politics on their balconies, often
rights over rivals. roping passersby on the street into their conversations.
Many friendships between influential Aldins were born in
Notable Characters Varti’s Rise, and many political disputes resolved over a
few glasses of wine.
Eldhel Aurane (use the Merchant, Chapter 8) seems to know
everything about the people in Greatring—every birthday, LA5
anniversary, and shred of gossip. A tall laevvel woman with
an infectious smile and striking amber eyes, Eldhel has a
knack for drawing tavern-goers out of their shells. She loves Steelcourt
playing matchmaker, whether with her regular customers
or a stranger who just walked through her door. Steelcourt has a long history of questioning—and
The Sleepy Drake hosts weddings during Midsummer, resisting—the city’s rulers, keeping them on their polit-
and Eldhel always brews her famous spicy ginger beer for ical toes. During the Great Rebellion, the blacksmiths of
those exuberant celebrations. Rumor has it that Eldhel’s Steelcourt smuggled weapons to rebels and organized
own nuptials aren’t far away. She is being courted by a urban revolts, despite vicious reprisals from the Sorcerer
traveling poet named Linesse Grana (use the Commoner, Kings that decimated the smithing guilds. When the Guild
Chapter 8), who stops by the tavern every Midsummer Council agitated for more influence in Aldin politics,
and Midwinters Eve. Linesse is famous for her extempora- Steelcourt formed the heart of the merchants’ strike.
neous recitals, the only performances that bring the other- To foreign visitors, Steelcourt is one of the most peculiar
wise unflappable Eldhel to tears. places in Aldis, openly inviting critique of the city’s rulers.
The rhy-cat Xander (use the Rhy-cat from Chapter 12 But Aldin civic culture values free speech and does not treat
of the Blue Rose core rulebook) is the tavern’s bouncer, dissent as a threat. Nobles assigned to this storied borough
and Eldhel’s rhy-bonded companion. Serious and quiet, quickly learn to be as passionate and quick-witted as the
he couldn’t be more different from Eldhel, and his intimi- people they govern. The people, for their part, take fierce
dating appearance is usually more than enough to deter pride in their home’s reputation, and remind all Aldis that
troublemakers. At nearly five feet long, Xander is consider- power cannot be exercised without the people’s consent.

60
Chapter 3: The Lake Ward
The Soul’s Flame in Play
Only master smiths who are also adepts can even operate the forge, and the Crown carefully controls access. When using
the Artisan or Smithing focus to craft a masterwork item, the Soul’s Flame grants a +3 bonus for workspace conditions instead
of +1. If all the work is done at the Soul’s Flame, halve the time it takes to craft the item.
Once in a lifetime, a smith might see visions in the facets of the forge’s crystals, and emerge from a manic frenzy of forge-
work with a wholly unique arcane weapon. In these extraordinary circumstances, the weapon cannot be purchased for any
price. It must be gifted by the smith who created it or, with the smith’s permission, bestowed to a recipient by the Crown
as a reward for some valorous deed or life of exemplary service.

the least impressive weapons are masterwork in quality,


The Soul’s Flame and customers may wait years for an appointment to
Smithy purchase a piece.

In the Old Kingdom, Steelcourt’s famous Notable Characters


smithing guilds produced arcane
marvels of metal now lost to history. The Stagmarr Siblings (see Chapter 8) are the master
Tragically, most of the master smiths smiths at the Soul’s Flame, in the second year of their
did not survive the most violent years of residency. Each sibling practices a different discipline,
the Great Rebellion, and their knowledge combining their skills to produce exquisite weapons and
died with them. Only one piece of their legacy remains: armor. The oldest brother, Kiren, works in precious metals
the Soul’s Flame, the only known shas crystal forge in the and gemstones. His sisters Ilah and Magda are an armor-
kingdom. This massive construct of darksteel and shas smith and a weaponsmith, respectively.
crystals generates enough heat to forge even the most Rosla Redwin (use the Noble, Chapter 8), a veteran
resistant metals. noble of Steelcourt, is the Crown representative who sells
The Soul’s Flame produces a blistering heat, but neither their work. She has relaxed security at the forge some-
smoke nor ash. It also resists scaling, and can infuse what, allowing less experienced smiths onto the premises
weapons forged or reforged in it with arcana, making it to learn from the masters at work. This practice has drawn
a priceless national treasure. Instead of belonging to any criticism from more hawkish nobles, who consider the
one smithing guild, the Crown administers the Soul’s
Soul’s Flame a national security issue.
Flame. Guards tirelessly patrol the building’s perimeter.
Outside the forge’s walls, political tensions flare in Steel-
Every five years, access to the Soul’s Flame rotates from
court, fueled by the rhetoric of Dagen Vos (see Chapter 8).
one set of master smiths to another. The air inside the
Dagen once smuggled refugees across the Kernish border
Soul’s Flame smells of ozone and heat, and metal rings
into Aldis. Now, as a politician, he’s started agitating
against metal from sunrise to well after sunset.
for more direct action against the Shadowed Seven. His
sudden swell of popular support has earned him many
Layout
enemies, including Avoc Aramys (use the Elite Merchant,
The building that houses the Soul’s Flame dates back to Chapter 8), owner of the Pointed Quill news-sheet. The
the Old Kingdom, and is a patchwork of modern restora- eldest son of the wealthy Aramys family, Avoc believes
tion and ancient masonry. Stone workbenches and tables in Aldis’ traditional defensive policy towards the border
ring the perimeter, with the forge in the very center. Like with Kern. He and his supporters label Dagen a dangerous
the shadowgates, the Soul’s Flame is made of darksteel: warmonger in the press.
a gargantuan sculpted piece with forges, anvils, and
quenching wells molded into its form, stretching from Story Seeds
chimneys on the high ceiling down to the floor. Four large
shas crystals power the main forges, with smaller crystals • An assassination attempt on Dagen Vos sends
dotting the surface. fingers pointing in every direction. Political interests
Adepts theorize that the combination of the crystals compromise the official investigation.
and darksteel redirect heat from the anvils back to the
• Demonstrations outside the Pointed Quill threaten
forges, making the whole system extremely efficient. A
to turn violent, but Avoc Aramys refuses additional
single fire-shaper can run the forge for many hours with
security for unknown reasons.
minimal effort. A small shop of more recent construction
juts out from the side of the building. Inside, a Crown- • A failed heist at the Soul’s Flame activates an ancient
appointed noble supervises security around the building security system, trapping everyone—including the
and sells some of the work from the Soul’s Flame. Even unfortunate thieves—inside the building.

61
Chapter 3: The Lake Ward
and the Matchmaker’s Guild plays an
LA6
integral role in bolstering that image.
Most Aldins think of matchmaking as
Marlicel’s Crossing bringing together new lovers, but the
matchmakers spend just as much time
In the geographical heart of the Lake Ward, cultures from on nurturing existing cariads.
every corner of Aldea mix in beautiful and unexpected To one trained in the art, love is like a garden, and
ways. Most townhouses have businesses on the first floor, requires both fertile soil and hard work to flourish. The
with the owners living above their shops. Many of these matchmakers’ services are highly individualized, ranging
small shops belong to City Roamers, who find something from private and informal chats to extravagant romantic
familiar in the diversity of Marlicel’s Crossing. galas. For these larger events, the Matchmaker’s Guild
Grapevine Street, the main north-south thoroughfare often pools resources with the Guild of Intimates, with
through the neighborhood, hosts a daily bazaar. The street notable people from both organizations in attendance.
fills up with the smells of fresh bread in the morning, flowers
and vegetables throughout the afternoon, and the Crossing’s Layout
famous spiced, candied fruits before closing at sundown.
The Crossing never sleeps; as the bars and taverns empty, The Matchmaker’s Guild started out on the second story
the bakers start preparing the next day’s bread. of a modest townhouse. Now, it occupies the entire town-
house and a large hall next door. In the privacy of the
Matchmaker’s Guild townhouse’s rooms, matchmakers offer personal consulta-
tions and therapy sessions. Appointments can be difficult
Guildhall to secure, especially during the spring and summer. The
hall next door hosts public events like dances, etiquette
Matchmaking is a national pastime, but some Aldins go lessons, and poetry readings; these events are open to
a step further and make their livings fostering love. The everyone, for variable fees. The hall has a magnificent
Lake Ward thrives on its exotic and romantic reputation, ballroom on the first floor and a terrace with balconies on
the second, perfect for taking in the
view of gondolas gliding across the
water.

Notable Characters
Suna Marjan (use the Elite Adept
from Chapter 12 of the Blue Rose
core rulebook) is the current
guildmistress, alongside her star
marriage partners Tristan (use the
Merchant, Chapter 8) and Ari (use
the Guard, Chapter 8). She is well
into her sixties, with black hair
turning silver and kind brown eyes.
Her family are City Roamers, with
a long tradition of matchmaking;
Suna uses the Royal Road tarot
to give clients advice. Tristan is a
trained matchmaker himself, but
spends most of his time handling
the Guild’s finances and organizing
public events. And wherever there
is romance and passion, there is
the potential for conflict. Ari acts as
a bouncer, using his considerable
skills with the sword to keep the
peace if tempers flare.
The Baroness of Whispers (see
Chapter 8) controls the Silence
Dominion in Aldis, in the guise of

62
Chapter 3: The Lake Ward
a successful matchmaker. With so many clients coming, where they found a home among fellow Jarzoni refugees.
going, and pouring their heart’s desires out to her, she Byorn was always curious and outgoing, eager to make
doesn’t need an iron fist to run her empire. She has some- friends with his Aldin neighbors.
thing far more useful—secrets. In a culture where reputa- He soon discovered, to his horror, that the Aldins had a
tion is paramount, blackmail can be a devastating weapon. tragic lack of what he considered good beer. He convinced
A single dark secret can forestall an investigation, buy a Dorn to pool their meager savings and open an alehouse in
friend, or destroy an enemy. Crucially, the Baroness has the Lake Ward; the rest, as they say, is history. Today, Byorn’s
realized that it doesn’t always matter whether a rumor is grandson, Oswen, carries on his grandfather’s passion for a
true. Psychic arcana and gossipy lovers spread tales like good, strong brew. Jarzoni are still the most common patrons,
wildfire, and by the time a lie is exposed, the damage has but many sailors, traders, and local Aldins enjoy the warmth
already been done. of a friendly hearth away from home.

Story Seeds Layout


• The ghosts of four tragic lovers haunt the Match- Like most of the Lake Ward, the alehouse is built with istria
maker’s Guild, and need to be put to rest. and water-resistant alder. But the architecture is Jarzoni,
• Fire spreads through the Grapevine Street bazaar with a steepled roof, narrow windows, and a prominent
with unnatural speed, threatening citizens and busi- indoor hearth on the first floor. Long dining tables stretch
nesses alike. across the main floor of the alehouse, and the bar runs
the full length of one wall. Behind the bar, cooks, waiters,
• The Baroness of Whispers blackmails two newly minted and bartenders stream through doors to the kitchen and
nobles, forcing them to look the other way while the brewery. The bartenders consider themselves the pride of
Silence smuggles Kernish poisons into the city. the inn, outdoing one another with drinking songs while
they perfect their pours.
LA7 Two sets of narrow stairs lead up to the guest rooms
on the second floor. The individual rooms are small but
Everlamp comfortable, each with a shas crystal set into the wall in
imitation of a Jarzoni hearthfire. The cheaper common
Before shas crystals were used for light, torches burned quarters are popular with sailors, who enjoy volunteering
along Everlamp Way to guide ships into dock. In those new brew ideas.
days, Everlamp Way was a single street of lakeside fish
markets and small docks. Over the centuries, it has Notable Characters
sprawled north and east into a dense, confusing tangle
Oswen Gryson (use the Laborer, Chapter 8) and his wife
of guildhalls, warehouses, merchant estates, and shops.
Valeria (use the Merchant, Chapter 8) have left their
Traders from the Rose River waterway land here daily.
unique mark on the Golden Alehouse, like every genera-
Every few weeks, boats arrive from more exotic places
tion before them. Oswen met Valeria when her Roamer
like Lar’tya or Fallen River, generating a flurry of excite-
caravan stopped in Aldis for the Feast of Braniel, and it
ment and activity. The major streets and establishments
was love at first sight. Valeria now lives the settled life of
are marked in several different languages, and even the
a City Roamer, though she maintains strong bonds with
most far-flung visitors can find a trader or dockworker
her family. Roamer songs, food, and dance have become
who can communicate with them. To maintain the city’s
part of the Golden Alehouse, and the inn sometimes plays
public health and service the large volume of travelers
host to her family’s caravan. For his part, Oswen leaves
through Everlamp, the Compassionate Sodality maintains
the business dealings to Valeria so he can focus on his life’s
a large chapterhouse along the waterfront.
passion: new and interesting brews. The current favorite
is the Summer Hearthfire, a blond ale brewed with spicy
Dorn & Byorn’s red peppers, though the Jarzoni patrons prefer a heartier
Golden Alehouse oyster stout.
The Cuckoo (see Chapter 8) prowls the docks of Ever-
Jarzoni Alehouse lamp, listening for juicy gossip and watching for vulner-
able visitors. He is the Baroness of Whispers’ most valu-
Dorn and Byorn were twin brothers able agent, a sorcerer who specializes in tearing out secrets
from Jarzon, who founded the alehouse with psychic arcana.
exactly 100 years ago. Dorn was a A few brave nobles are trying to hunt him down, led
Hospitaler, but he suffered a crisis of by Gabriel Arevar (use the Elite Noble, Chapter 8). This
faith when his beloved twin fell under gentle, idealistic young man was assigned to Everlamp six
suspicion of heresy. The two fled to Aldis, years ago. He’s been an unexpected thorn in the Cuckoo’s

63
Chapter 3: The Lake Ward
side, focusing his efforts on winning trust to convince the keeping the park smelling clean and fragrant. Regardless,
Silence’s victims to talk. For now, the two are at a stale- at night, the crystals produce a breathtaking view as their
mate. The Cuckoo can’t move openly against a noble, and light slowly fades into the depths of the lake.
Gabriel doesn’t have enough information to identify and
arrest the Cuckoo. Layout
Story Seeds Lake Gate Street passes through a set of tall, heavy bronze
gates, shaped like swans taking flight. Traditionally, the
• A paranoid guard haunts the Golden Alehouse, Great Swan Gates are open as a symbol of peace. They
convinced that some Jarzoni expatriates are plotting only close when Aldis is under direct threat, like during
rebellion against Queen Jaellin. the Lich King’s last incursion. As land meets water, the
park’s lagoons and streams flow into Lake Vash. No boats
• A previously unknown disease begins spreading
are allowed near the park to protect the delicate flowers,
through Everlamp, borne on the backs of trade ships.
and shapers maintain stepping stones and foot bridges
• A Silence con artist turns informant for Gabriel over the lagoons for visitors.
Arevar. Two weeks later, she and her family all
disappear without a trace. Notable Characters
LA8 Like any popular location, Lilyglow Park has its iconic
personalities. Twelve years ago, an aged night person
wandered into the park, and simply refused to leave. He
Lilyglow lived off alms from visitors but never spoke to a single
person; instead, he spent his days singing to a pair of
The park on the eastern edge of the Lake Ward lends swans who’d made their nest in a large lagoon. The
its name to this neighborhood, home to many artists, park’s gardeners decided that the Swan Prince (use the
musicians, and writers. The building murals frequently
Commoner, Chapter 8), as they’d starting calling him,
change as new people move in and paint over the old
was essentially harmless. They built him a hut beside the
ones. The townhouses themselves are a bit of an archi-
swans’ lagoon, and even established a working rapport
tectural hodgepodge inspired by many different cultures,
with the old man. He calms the otherwise territorial and
with Jarzoni steeples alongside Faenarian onion-shaped
aggressive swans so the shapers can tend the park without
domes. Painters practice their craft in the streets with
upsetting the animals. Painters come to get a glimpse of
colored chalk, which floods the cobbles with color after
the smiling Swan Prince with his magnificent birds, and
rain. There are fewer docks and businesses in Lilyglow,
composers pay his alms to hear him sing.
and Lake Gate Street slowly narrows into a pleasant foot-
path as it approaches the park. Artists stake claims along Story Seeds
the edges of the street, using the natural beauty of the park
and Lake Vash for inspiration. • The Feast of Braniel draws a flood of hopeful roman-
tics to Lilyglow Park. The overworked staff need extra
Lilyglow Park help keeping order and encouraging love to bloom.

City Park • Rumors spread of pirate treasure buried under the


park, but the gardeners refuse to allow digging for
Lilyglow Park is the Lake Ward’s most fear of damaging the water purification system.
visited location, and probably its favorite
• The Swan Prince discovers a notched dagger buried
painting subject. Lovers enjoy the sunset
in a swan’s nest; it seems ancient, and the obsidian
over Lake Vash. Students from the
handle is marred with fresh claw marks.
nearby Academy of the Dance practice
on the narrow foot bridges, their graceful
sparring matches drawing crowds of onlookers. In the
LA9
wide lagoons, white and purple water lilies spread their
petals during the day. The night lilies open a few hours Silverstone
after sunset, glimmering with the light of submerged shas
crystals, whose neat lines fan outward in concentric circles The Guild of Finesmiths and Jewelwrights originated in
from the center of the park. These crystals also serve a more Silverstone, and a few well-established families in the
practical purpose: Lilyglow Park is part of the shas crystal neighborhood still craft exquisite jewelry. But these days,
network that maintains the city’s clean water supply, puri- Silverstone’s wealth is measured not in gold or jewels, but
fying water before it flows out into Lake Vash. The roots in paper—huge sums of money, represented by contracts
and leaves of the lilies have natural filtering properties, and debt records. As part of King Rikin’s arrangement

64
Chapter 3: The Lake Ward
between the Guild Council and the Noble Council, several edly the richest person in the Lake Ward, Nellia regularly
offices governing trade affairs moved to Silverstone, closer finances her fellow merchants, helping them with risky
to where the merchants lived and worked. Silverstone ventures in exchange for political favors. This network
soon became the financial heart of the Lake Ward, far more of favors and debt, built up over the last three decades,
convenient than going to and from the High Ward. gives her a ruthless stranglehold over Merchant Guild
Aldis’ government strives to balance freedom for its politics in the Lake Ward. She prefers to exert influence
merchants with fair practices for all citzens, and Silverstone behind the scenes, helping candidates in Guild Council
has the highest concentration of nobles, guards, and govern- elections in exchange for yet another favor. Her daughter
ment officials in the Ward. The Aldin Watch’s Ward Office Felira Aramys (use the Merchant, Chapter 8) has recently
also straddles the border of Silverstone and Steelcourt. stepped up to help her mother manage the family’s
wealth. Nellia used a few favors to make her daughter the
Goia’s Plaza current manager of Argent House, giving the family yet
another point of leverage in the game of intrigue.
City Bureaucratic Offices
A magnificent marble fountain of Goia
Story Seeds
forging the crown and sword for her • Fire erupts inside the Tabularia, destroying many
cariad towers over the center of the debt records. Is it a fortuitous accident, or arson?
plaza. The inscription on Goia’s anvil
reads, “Honest work bears a noble face.” • A Kernish spy masquerades as a merchant, depositing
A mosaic calendar radiates out from the a dangerous arcane relic within Argent House’s vaults.
fountain, decorated with images of each Primordial or god • The heir to a trading fortune also inherits a terrible
of Light on their corresponding month. web of intrigue. His family owes money to Nellia
The busy merchants and officials barely seem to notice their Aramys, while his husband is being blackmailed by the
surroundings, hurrying from one government building to Baroness of Whispers.
another. The three most important are the Tabularia records
office, the Golden Hammer mercantile court, and Argent
LA10
House, a private vault run by the Merchant Guild. Only the
records office is open to the public, and guards patrol the
rooms as vigilantly as the exterior to prevent anyone from Academy of the Dance
tampering with important documents.
Spirit Dancer Academy
Layout Although the Academy’s physical building
The western tip of the plaza extends into the adjacent has only stood for a century and a half,
borough of Alder Walk, but most business is done in spirit dancing is as old as Aldis itself. In
Silverstone. The Tabularia, Golden Hammer, and Argent many ways, the survival and rebirth of
House anchor the points of the plaza, and most people the Society of Leaves and Grass after the
flow between these three buildings. The Tabularia and Empire of Thorns mirrors the history of the
Golden Hammer were constructed at the same time and Great Rebellion and Aldis’ renewal as the Kingdom of the
have very similar interiors. Clerks guide visitors to their Blue Rose. The Academy draws in more than just spirit
destinations from a small entrance hall, with all the other dancers; artists, philosophers, arcanists, and historians
rooms laid out in a neat rectangular grid. In the Golden from the Lake Ward and beyond come to catch a glimpse
Hammer, these are small courtrooms for hearing disputes. of the Eternal Dance as interpreted by the school’s masters.
In the Tabularia, each room contains records on a different
subject stored in chronological order. Only the regular History
Merchant Guild patrons know what Argent House is like
King Rannath sponsored the construction of the Academy
on the inside, and the massive, blank facade discourages
of the Dance, a historic act often overshadowed by his
curiosity. The most outlandish rumors claim that Argent
controversial legalization of studying sorcery. Rannath’s
House extends for miles underneath the Lake Ward, and
sister, Mellara, was a spirit dancer who left the city to learn
even has some submerged vaults.
different techniques from far-flung masters. She returned
Notable Characters several years into his reign with her wife, Iraine, a fellow
spirit dancer who kept records of all they’d learned. The
To a casual observer, Nellia Aramys (see Chapter 8) seems two women petitioned the Crown for land to establish the
like a generous, well-connected woman with a grandmo- Academy, which King Rannath happily granted. Before
therly smile. To those in the political know, it’s better to the Academy of the Dance, spirit dancers in Aldis taught
owe her a kingdom of gold than a single favor. Suppos- students wherever they happened to live. Some traveled

65
The Academy of the Dance
3
9

2 1 2 7

1. Twinleaf 5. Garden
4 Hall 6. Storage
2. Dormitory 7. Kitchens
3. Courtyard 8. Dining Hall
4. Promontory 9. Library

the roads like Mellara and Iraine, while others set up small records about spirit dancing are very rare, especially any
schools in the Aldin countryside. The Academy of the dating from the Old Kingdom. Even though most histor-
Dance drew both masters and students back to the heart ical documents are fragmentary at best, the library is a
of the kingdom, and the various sects began to mix and priceless trove of knowledge for visiting scholars, as well
exchange techniques. Most spirit dancers employed by as the spirit dancers themselves.
the Crown are graduates of the Academy, and some return
to teach when they consider themselves true masters. Daily Operations
Layout Twinleaf Hall’s bells ring at dawn for meditation, followed
by breakfast and chores. There are no support staff at the
Twinleaf Hall is the Academy’s heart (1), decorated with Academy; everyone is expected to help keep the Academy
bas reliefs of the two founders. A large glass dome covers running smoothly. Classes start at nine o’clock in Twin-
the central hall, since spirit dancers traditionally practiced leaf Hall, break for lunch at noon, then continue until five
and taught under the open sky. Moveable screen walls o’clock; evenings are free. Many students like to walk
allow masters to separate the space into classrooms, or down Lake Gate Street to practice among the serene pools
open it up for group practice, recitals, and exams. The of Lilyglow Park, but they must return by the midnight
dormitories in the building’s wings (2) house students on curfew. Spirit dancing requires mental and spiritual disc-
the first floor and masters on the second floor. pline as much as physical prowess, and the masters know
Outside, elegant patterns in blue kyanite stone crisscross that late night wandering makes for poor learning the next
the front courtyard (3) and outer promontory (4). Students morning.
follow them to practice spirit dancing techniques, while
visitors appreciate the courtyard’s beauty and work- Spirit Dancers
manship. Shortly after the Academy first opened, Iraine
added a pair of walled courtyards with willow trees and Even the oldest spirit dancer sects preserve traditions that
high hedges (5) to give more shy and retiring students a are largely reconstructions of ancient techniques, pains-
comfortable practice environment. takingly pieced together from rare surviving manuscripts,
The support buildings that flank the Academy on either oral tradition, and folk dance. Most students focus their
side contain storage space (6), the kitchens (7), a communal studies on one sect, incorporating elements of others
dining hall (8), and the Academy’s library (9). Written to form a unique interpretation of the Eternal Dance.

66
Chapter 3: The Lake Ward
Currently, three sects are on the permanent curriculum at Hart has become the largest sect of spirit dancers in Aldis.
the Academy of the Dance. Traveling masters who visit the A sub-school trains pairs of elite bodyguards, who can
Academy teach other sects as electives for a few seasons at defend their charges against seemingly endless attackers
a time. There is no formal timetable for a student to grad- without weapons or armor.
uate. Instead, when students feel ready, they petition the
masters to design a set of grueling physical and mental Story Seeds
trials. These trials test whether students can truly bring
the light of the Eternal Dance out into the world, and are • A recently discovered manuscript contains tech-
often compared to Aldis’ rigorous exams for nobility. niques eerily reminiscent of Night’s Embrace, prac-
ticed by the shadow dancers of Kern.
Shrike’s Fall • Priceless records of ancient spirit dancers go missing
from the Academy’s library.
Master Reza of the Shrike’s Fall only accepts the most
talented and disciplined students, and no student who • Shortly after graduating, a spirit dancer returns to
has faced disciplinary action may ever study with his sect. her homeland of Jarzon and begins teaching students
(Use the Epic Adept from Chapter 12 of the Blue Rose core there in secret.
rulebook for Master Reza.) While his policy seems harsh, • A visiting Sel-Shann master has a terrible vision; he
his caution is well-warranted. Shrike’s Fall is one of the collapses before a stunned audience, raving about
hardest sects to master, born in the fiery crucible of the the sun going dark over Aldis.
Great Rebellion. Practitioners use lightning-quick strikes
and environmental advantages to end a confrontation as
quickly as possible, like the shrike impaling its prey on
LA11
thorns. Its origins make Shrike’s Fall the most violent
version of the Dance practiced in Aldis; a spirit dancer Alder Walk
without the self-discipline to master the subtleties of this
Twilight sect risks falling into Shadow. Some of the best Settlement of the lakeshore spread east along Lake Gate
Aldin spies are trained in Shrike’s Fall, though of course, Street, making Alder Walk the oldest neighborhood in
no one knows their names. the ward. It was named for the alder piles that form the
foundations for the Old City Docks; centuries later, the
Whispering Wind docks are still in use. Commerce slowly migrated east to
Everlamp over time, leaving Alder Walk as a collection of
Whispering Wind is the oldest sect taught at the Academy, luxurious lakefront restaurants, museums, inns, and art
and in many ways is the philosophical opposite of galleries. The well-to-do Aldins who live here often culti-
Shrike’s Fall. It traces its origins back to the Old Kingdom, vate reputations as patrons of the arts. They commission
and gained popularity during the Great Rebellion for its new talent to compose music for their salons, repaint their
philosophy of patience and forbearance. Master Hallam murals, or recite poetry to guests. These beautiful works
of the Whispering Wind teaches their students to be sometimes double as political commentary at the patron’s
patient and conservative, avoiding an opponent’s attacks request, subtle pieces in the ever-shifting game of intrigue.
and waiting for an opportunity to counterattack. (Use the
Epic Adept from Chapter 12 of the Blue Rose core rulebook
for Master Hallam.) Motions are circular, fluid, and close
Marzim House
to the body to conserve energy. The Sovereign’s Finest Abandoned Residence
recruit many spirit dancers from the Whispering Wind,
since they make good diplomats and observers in addi- This beautiful old manor house is still in
tion to warriors. pristine condition, yet large boards over
the entrance declare it condemned, and
Gift of the Hart the locals give it a wide berth. For several
years, the late Theodore Marzim led a
Every student at the Academy learns from Master Adara shadow cult called the Acolytes of Eternal
(use the Epic Adept from Chapter 12 of the Blue Rose Summer out of his own home. When an anonymous tip
core rulebook), even if they do not join her sect. This is exposed the cult last year, Marzim and his followers barri-
because Gift of the Hart is a team style of spirit dancing, caded themselves inside the manor house, choosing to die
a perfect learning environment for novices. Two or three in a Shadow ritual rather than face justice. The Sovereign’s
dancers acting in concert can spot for one another, create Finest broke through the front doors, but the house itself sent
an impenetrable defense, and coordinate attacks. This an intense psychic scream reverberating across the ward. As
wholly modern Aldin sect was created by the Academy’s the Sovereign’s Finest watched in horror, the shattered front
founders, a synthesis of everything their travels taught doors began to repair themselves, wood knitting together in
them. Thanks to the Academy’s influence, the Gift of the grotesque patterns reminiscent of flesh and bone.

67
Chapter 3: The Lake Ward
dore Marzim’s books on sorcery, as well as his personal
Psychic Pressure
journal.
An aura of oppressive dread permeates Marzim House. Finally, the Shrine of Eternal Summer was the epicenter
At the end of each full hour inside the house, a character of the Marzim cult’s final ritual. The door is locked and
must pass a TN 14 Willpower (Courage or Faith) test or securely boarded up from the inside. Anybody who
gain 1 level of fatigue. In addition, the constant psychic does manage to pick the lock and force the door finds
oppression makes it impossible to rest. This means that a bedroom, hastily converted into a shrine. The broken
characters cannot recover fatigue or heal by resting unless furniture looks like it was shoved to the edges of the
they leave Marzim House. And if they do leave, the rooms room, and a painting of Marzim’s son Felix hangs on
may not look the same when they return… the far wall above a stone altar. The altar, ceiling, walls,
and floor are all spattered red with blood, as fresh as the
day it was shed. The darkfiend Nazyru who originally
Royal College adepts believe the cult granted the house tempted Marzim to Shadow lives in Felix’s painting,
a degree of sentience and unlife through their deaths. biding its time.
Due to the strange arcana at work, no one knows how to
destroy or purify Marzim House without endangering Notable Characters
hundreds of residents in the powerful psychic backlash.
Marzim House’s tragedy began with Theodore Marzim
Queen Jaellin quickly ordered the adjacent buildings and
(use the Elite Specter from Chapter 12 of the Blue Rose
streets heavily warded as a precaution. Rotating guards
core rulebook). His all-consuming grief over his son
watch the ward perimeter at all times, but everyone
Felix’s untimely death attracted the attention of a whis-
knows these are only temporary measures. Sooner or
perer darkfiend, who took possession of the young man’s
later, someone has to enter Marzim House, unearth its
portrait. To Marzim, the darkfiend sounded like his dead
deadly secrets, and find a way to end the threat for good.
son talking from beyond the grave. He came to believe
he could join his son by transferring his own soul to the
Layout
painting through sorcery. Slowly but surely, the Acolytes of
The walls of Marzim House shift and flex around Eternal Summer grew from the seeds of his grief, drawing
intruders. Doors slam shut, then open into completely in others who couldn’t let go of their dead loved ones.
different rooms than before. A modular map represents Even in death, Marzim found no rest. In a supreme act of
the ever-shifting layout of Marzim House, with many cruelty, the darkfiend revealed its true nature to Marzim
potential configurations. The only “static” room is a just as he died. Maddened by guilt over his mistake and
two-story portrait gallery, and the double doors on the his hatred of the darkfiend, the specter of Marzim lingers.
first floor are the only consistent entrance—or exit. The He lashes out at any who enter the house, in a misguided
bloodshot eyes of generations of Marzims seem to follow attempt to drive them away from the darkfiend who engi-
every movement from their dusty portraits. neered his own ruin. His spectral face is ruined and gaunt,
In addition to the gallery, three other rooms should and his hands drip with blood.
be included in any configuration of Marzim House: Nazyru (use the Whisperer Darkfiend from Chapter
Marzim’s master bedroom, the library, and the Shrine 12 of the Blue Rose core rulebook) succeeded in tempting
of Eternal Summer. Their locations may vary. The other Marzim and his cultists to Shadow, never suspecting
rooms can be attached to the portrait gallery in any order, that it would also be trapped in the house by Marzim’s
resulting in strange layouts like the den on the second dying ritual. Irony, it seems, applies to mortals and
floor, or the kitchen and dining rooms nowhere near one fiends alike. But Nazyru is patient and cunning, like all
another. The Narrator may leave out rooms, move rooms of its ilk. In fact, the darkfiend assists anyone trying to
during play, and use other creative means to make the cleanse Marzim House, up to a point. After all, freeing
environment suitably disorienting. The Narrator may the spirits trapped inside frees Nazyru as well. If any
also populate rooms with any thematically appropriate would-be heroes arrive, Nazyru masquerades as one of
opponents or hazards, keeping in mind that exploring the tormented acolytes, playing on sympathy to gain its
Marzim House is intended for level 13-17 player char- freedom.
acters.
Theodore Marzim’s specter languishes in the master Story Seeds
bedroom. Most of the magnificent ebony furniture has
• A sorcerer disguized as a traveling adept gains
been smashed to splinters, and ropey shreds of velvet
access to Marzim House and frees Nazyru,
hang from the sagging four-poster bed. The tattered
unleashing a wave of terror across Alder Walk.
remnants of tapestries look like they were slashed with
a kitchen knife. The library contains dusty records • A distant relative suffers nightmares of Marzim’s
of the Marzim family’s business dealings and gene- bloody specter, begging them to return and cleanse
ology. Hidden among the innocuous tomes are Theo- the family name.

68
Chapter 3: The Lake Ward
the junior gondolier must walk backward to make way for
LA12
the senior. The largest central building, the House of Fire-
flies, is the hub for gondola traffic. It’s a mostly-covered
Firefly’s Rest dock, with signal lights in its upper stories to guide cabs
in and out.
A famous painting of Firefly’s Rest hangs in the main Apprentices live in the House of Gaelenir, learning
library of the Royal College. In tiny dots of paint, the anon- alongside master gondoliers. And finally, the House of
ymous artist captured clouds of fireflies over the water, Many Hands contains the workshop and shipyard for
drawn to the flowerboxes on the neighborhood’s rooftops repairing boats. Each boat sports unique artistic touches
and balconies. Every spring and summer, gondoliers row from the gondoliers who built it: a rhy-fen figurehead,
thousands of visitors through the canals to witness this religious etchings on the oars, or whatever else strikes a
dazzling sight firsthand. gondolier’s fancy.
Firefly’s Rest was originally a trading post used by the
Rose River sea-folk and the city of Aldis. The sea-folk Notable Characters
taught Aldins how to shape istria, how to enhance water-
proofing resin with alchemy, and how to craft boats as Master Hansa Montain (use the Elite Merchant, Chapter
graceful as their rhy-fen companions. Eventually, enough 8) represents the Gondolier’s Guild on the Guild Council.
sea-folk settled down to build permanent homes in the No matter how the winds of politics blow, the boats must
water, partially submerged with elevated second stories move. Master Hansa is a shrewd businesswoman who
and balconies. The Aldins called these clusters of build- enjoys navigating the fickle eddies of Guild Council poli-
ings “lake-towns,” and the neighborhoods of Firefly’s tics. Her exacting efforts leave her fellow gondoliers, like
Rest, Shell Triangle, and Reedsong Village are still known Master Connor Bartia (see Chapter 8), free to focus on
by that name today. The majority of the city’s sea-folk their work. Like all sea-folk, Connor seems born to the
live in the lake-towns, though some enterprising families water. His weatherbeaten face is full of many laugh lines,
moved to Whalefin when it flooded, bringing their aquatic and his powerful singing voice soars over the canals.
traditions to the rest of Aldis. Despite many opportunities to advance within the guild,
Connor is happiest with the day-to-day work of a gondo-
Gondolier’s Guild lier: serenading young lovers, boasting of Aldis’ beauty
to visitors, or trouncing overconfident apprentices in
Guildhall & Business caorlina races.
The crimson gondola cab and its twin-
kling crystal lantern are icons of the Story Seeds
Lake Ward. The gondoliers work hard
• Sailors discover an apprentice gondolier barely
to make their craft seem effortless, and
conscious in her training boat, with no memory of
all apprentices undergo years of rigorous
what attacked her.
training in piloting, navigation, perfor-
mance, and history. Many gondoliers are also water- • Master Hansa goes missing one moonless evening.
shapers, using arcana and oar to guide their boats. Though She was last seen ferrying two passengers who
technically part of the larger Seaworthy Circle of Boatfolk covered their faces and never spoke.
and Shipmasters, the gondoliers’ craft is so specialized
that they function more-or-less independently from their LA13
parent guild. The guild also trains members of the Aldin
Watch alongside their own apprentices to pilot the patrol
boats unique to the Lake Ward.
Shell Triangle
In addition to their famous cabs, the gondoliers pilot
Above water, Shell Triangle looks very similar to the other
other craft for the ward’s merchants: large batellas for
lake-town neighborhoods. Below the waterline, neat rows
heavy cargo, and rounded caorlinas for fresh foodstuffs.
of freshwater mussels cover the submerged masonry.
Every year, the graduating gondoliers organize them-
The tradition of mussel farming started during the most
selves into six-person teams and race caorlinas across
dangerous years of the Great Rebellion, when Aldins
Lake Vash. Hundreds of spectators crowd the docks to
faced starvation. A smuggler and a rhy-fen, whose names
place bets and cheer for their favorite team.
are lost to history, took freshwater mussels from upriver
Layout and brought them to Shell Triangle.
Today, Shell Triangle provides the Lake Ward not only
The Gondolier’s Guild owns three buildings, connected with mussels and fish, but also freshwater pearls. Appren-
by bridges over the canals. If two gondoliers meet coming tice shapers from the Royal College sometimes spend a
from opposite directions, the bridges are so narrow that summer or two here, tending the mussel beds as practical

69
Chapter 3: The Lake Ward
experience for their arcana. They keep clean, fresh water protective of Gwen and the temple’s acolytes, sometimes
flowing over the mussels, and encourage nourishing algae to the point of paranoia.
to grow.
Story Seeds
The Bellwater • Fishermen haul a leaking rowboat from Lake Vash into
Temple to Gaelenir Shell Triangle. The only passengers are an unconscious,
unidentified soldier and a dead Aldin scout.
The Bellwater was once King Rikin’s
• While meditating in the gallery, Gwen has a mysti-
home, before the Golden Hart chose
fying vision of ghostly riders without saddles
him to replace King Valin. The locals
galloping across Lake Vash.
claim that after departing the palace,
the Hart appeared in the doorway of • Cian finds a body at the bottom of a canal, weighed
Rikin’s fishing hut before galloping across down by a metal collar around its neck and shoul-
Lake Vash and out of sight. After Rikin’s death, a sect of ders. A single shas crystal adorns the collar, glowing
Gaelenir priests moved into the abandoned hut and conse- like a fiery eye.
crated it as a temple to both the Golden Hart and Gaelenir
in his Great Sage aspect. The Bellwater’s priests believe the LA14
Golden Hart chose Rikin to deliver Aldis from its tyrant,
and Gaelenir granted him the wisdom to heal the nation’s
wounds. Adversity, opportunity, and wisdom are all spokes
Reedsong Village
on a wheel the Great Sage steers in his quest for truth.
The sea-folk of Reedsong Village preserve a tradition
from the Great Rebellion, when the rebels needed mobile
Layout refuges along the Rose River. A quarter of the population
King Rikin’s childhood home is still the only building of live on woven islands of golden reed, harvested from
the Bellwater Temple, painstakingly preserved for more the shores of Lake Vash. Each island supports up to sixty
than two centuries. A high priest and several acolytes live people, their belongings, and houses woven from the
off fish and mussels from the lake, as Rikin did before his same reeds. With help from water-shapers and rhy-fen,
ascension. Visitors leave offerings floating in the water for the islands are both home and transport, spending days
the acolytes to retrieve. On either side of the fishing hut, out in Lake Vash to fish or harvest.
two massive statues—one of the Golden Hart, the other of Once every five years, sea-folk from the lake-towns
Gaelenir—rise up out of the water. The Hart’s horns touch converge on Reedsong Village for the Festival of Golden
the point of Gaelenir’s trident over the roof. Beneath the Flutes. From Sun Day to Tale Day, the sea-folk repair
waterline, the temple contains a small but breathtaking damage to the woven reeds and renew the arcana
underwater mosaic gallery. The ceiling, walls, and floor protecting the islands against rot. On Hearth Day, they
glimmer with scenes of Gaelenir watching over Aldis rest, feast, and carve flutes from the leftover reeds. The
from the depths of the lake. Sea-folk pilgrims often come flutes’ high-pitched whistling attracts freshwater dolphins
to meditate in the gallery, considering it an oasis of spiri- and rhy-fen, who join in the chorus.
tual harmony in the bustling city. LA15
Notable Characters
Vash’s Eye
Gwen Cutshaw (use the Elite Adept from Chapter 12
of the Blue Rose core rulebook) is one of the Rose River Vash’s Eye is almost entirely covered in warehouses, ship-
sea-folk, with golden-green hair and eyes. She is also the yards, and docks. Due to limited docking space, water
youngest high priestess in the temple’s history. During traffic follows strict rules. Civilian traffic moves at night,
Lord Sayvin’s insurrection, Gwen and her rhy-bonded and mercantile or government vessels move during the
companion Cian (use the Rhy-fen from Chapter 12 of the day. Those who rely on the lake for their livelihood, like
Blue Rose core rulebook) helped narrowly avert an assassi- fishing boats, may come and go as they please. Signal-
nation attempt on the previous high priest. When the high ling towers on the western and eastern ends of the island
priest retired, he chose Gwen as his successor, despite her guide vessels through the bay to avoid collisions. The
relative youth and inexperience. She threw herself into her Rose River shipyard, which stretches along the southern
new responsibilities with tremendous energy, building half of the island, also serves as a temporary stopping
stronger bonds between the city folk and the local rhy-fen point for any vessels waiting their turn. The anchor-and-
pod with Cian’s assistance. For his part, Cian never seems post of the Dockhands Gathering is a common sight on the
to forget any detail of a person, making him an excellent island, though the dockworkers are less boisterous than
source for gossip above or below the water. He is fiercely their seaside counterparts.

70
ously unpredictable, and the vortex from its destruction
The Flashgate could seriously destabilize the lakebed.
Submerged Shadowgate
Notable Characters
With the destruction of the shadowgate
below the Royal Palace, the only known Inia (use the Elite Rhy-fen from Chapter 12 of the Blue
shadowgate near the city of Aldis lies Rose core book) leads a rhy-fen pod living near Vash’s Eye.
beneath the surface of Lake Vash. It During the day, the pod avoids the busy waters near the
has become a source of fierce conten- shore. They swim far into the lake with the fishing boats,
tion among the Sovereign’s Council as its then return to Vash’s Eye during the evening. Inia is not
submerged location makes it difficult to study or defend. rhy-bonded to anyone, seeing herself as a guardian of all
The only certain fact is that the shadowgate always acti- the people living around the island.
vates after lightning strikes the surface of Lake Vash. For Inia has a strong working relationship with Galio
now, the Crown empowers a specialized team of sea-folk Bartia (use the Elite Guard, Chapter 8), who leads the
and rhy-fen to ward the shadowgate and drive away team assigned to guard the shadowgate. Queen Jaellin
intruders. Whenever a lightning strike activates the shad- herself appointed him to this role, and asked his team to
owgate, the wards slowly dissipate the energy and force try and study the shadowgate in greater detail despite the
the gate back into dormancy. difficult conditions. Like many other laevvel, Galio has a
keen awareness of supernatural energy, allowing him to
Layout sense minute fluctuations in the shadowgate despite not
being an adept himself. He’s kept careful records, which
The shadowgate sits on the lake floor, about half a mile show the shadowgate’s activity spiking more often since
east of Vash’s Eye. There are also small stone obelisks at Jarek fell.
the cardinal points around the shadowgate, covered in
strange markings. Three of these obelisks are relatively Story Seeds
intact, but the one at the north point is nothing more
• Signals get confused on a particularly foggy
than jagged shards of black stone. No one knows what
morning, and two passenger riverboats collide.
the obelisks are for, or why the shadowgate was built so
far beneath the surface. Though a few nobles proposed • Galio begins dreaming about the markings on the
destroying the submerged shadowgate after Jarek’s obelisks coming alive with blazing white light. He’s
demise, Queen Jaellin refused. Shadowgates are notori- terrified of what that might mean.

71
his crescent of Aldis curls around the High Ward on Buildings occupy only two-thirds of the neighborhood,

T its inner border, while the Lower Ward hugs it from


the outside. Coincidentally, this is a good analogy
for the type of people who live here—folk who’ve risen to a
up to Wildflower Way, an east-west highway tracing the
upper border of Aldis. Many of the buildings are situ-
ated on a gentle rise, providing stunning views of the
solidly middle class, orbiting the circles of the wealthy and pristine landscape beyond the road. Breezes sweep the
powerful without quite managing to join their ranks. They bright scents of wild grass and sassafras trees through
include skilled laborers and craftsfolk of every description. every open window, lending the neighborhood a sense of
The ward’s central location and the variety of busi- removal from the hustle and bustle of city life.
nesses it houses make it very much a melting pot of the
surrounding wards. The renowned nightclubs, theaters,
and public baths attract as many nobles as blue-collar
Swallowtail Inn
workers. Townhouses line most streets, many with shops Luxury Country Estate Inn
and boutiques on the lower floor with a familial residence
The eccentric recluse Aellie Houdon built
or several smaller apartments above.
this country estate half a century ago.
When she joined her wife on the Wheel
M1 of Rebirth, the Swallowtail was inherited
by her enterprising nephew, Chaedys
The Retreat Poeson, who remodeled the estate into
a luxurious inn. He put his aunt’s unique architecture to
The Middle Ward’s northernmost neighborhood is one of good use, and the inn became a landmark beloved for its
the smallest, both in terms of geography and population. quirky nature. It is frequently rented out for weddings

“Oh, my dear, no. We may not have the grand palaces and temples and academies here, but rest assured—you are
seeing the best Aldis has to offer! Fine foods, finer music, and the finest in delights both worldly and sublime!
What would you like to try first?”
-Kelabelle Hemry, to her visiting sister

72
Chapter 4: The Middle Ward
and other celebrations,
and often hosts a variety of
noble and celebrity patrons.
A famed bard passed away
North Middle Ward 1
1. Swallowtail Inn
under mysterious circum- 2. Foxhallow Grove
stances in the Dahlia Room 3.
4.
The Royal Rose Society
Alfaeo Estate
a few decades ago, but 5. The Rotunda Lower Ward 2
6. The Oubliette
rather than damage the 7. The Landsea Amphitheater 3
8. The Windsail Symphony
inn’s reputation, it only 9. The Mernagerie
added to its notoriety. 10. Okeahna Theater &
Swimtrack
4
11. Tiny Tree
6
Layout

La
Houdon’s wife, Reith, was

ke
a renowned swordmaker. 5

Wa
Her razor-sharp blades

rd
minted the couple a fortune
in steel. When Reith passed
away, grief all but destroyed
Houdon. She became
convinced the vengeful 8
spirits slain by her wife’s
9

weapons were trying to kill 10

her; her home was designed


High Ward
to confuse them and keep
her safe. The richly-deco- 7
rated interior includes
staircases leading nowhere,
11
second-story exterior doors
opening into thin air, and
even a secret passage.
A sculpture garden occupies most of the inn’s central Sage Fiera (use the Commoner, Chapter 8) is a bright
courtyard. In an attempt to appease the spirits, Houdon young maid who enjoys following Poeson’s detailed
dedicated its statues and topiaries to the various people orders. The Swallowtail is her first job away from the
and rhydan who died at the hand of Reith’s blades. When- family farm, and she couldn’t be more excited to be living
ever the sky grows overcast or the scent of rain hangs in and working in the city. She spent her childhood quite
the air, the garden takes on a funereal atmosphere, despite literally counting sheep and has developed quite an eye
its stunning artistry. for detail. She’s often the first to notice when anything is
The basement contains an ancient spring that allegedly amiss, but lacks the confidence to speak up about it. Her
connects to a partially-flooded system of catacombs. pockets are always filled with raspberry penny candy, a
rare confection growing up. She’s willing to share it, but
Notable Characters only reluctantly.

Chaedys Poeson (see Chapter 8) is a constant pres- Story Seeds


ence at the inn, favoring a hands-on management style
that includes a great deal of hovering, explaining, and • The Dahlia Room’s troubled relationship with bards
“friendly reminders,” even with his most experienced is rekindled when a famous songster staying there
staff. He insists on a strict hierarchy among employees; disappears. Is it merely a hoax to bolster the bard’s
everyone receives an exacting list of duties, and woe flagging reputation, or is there a secret cult operating
betide the butler who imagines herself helpful by devi- out of the inn’s suspiciously large basement?
ating from these tasks. In fact, Poeson has lost a number of
• Strange noises plague the inn at night; some sound
butlers who insisted on aiding colleagues in times of crisis.
remarkably similar to a woman crying. Is it the spirit
The current butler, Hasker Forthwith (use Elite Laborer,
of Aellie Houdon, trapped in the bewildering house
Chapter 8), is largely a cold fish to his fellow employees,
she created?
perfectly happy to let them sink or swim on their own.
Few would guess the tenderness and affection he lavishes • When guests’ personal items begin disappearing,
on his pet hedgehog, Archibald. sticky fingerprints are the only clue left behind.

73
Chapter 4: The Middle Ward
survived through the kindness of strangers. She vowed
Foxhallow Grove never again to face that kind of deprivation. Her efforts
Rhydan Glade to twist Foxhallow Grove into a for-profit venture arise
from fear, not spite. She abhors alcohol of any kind and
Two hundred years ago, a rhy-fox took founded the Temperance Movement in Aldis.
up residence in the southeast corner of Much to Kreri’s dismay, a group of pertinacious
what is now the Retreat. Moumhad was protesters have taken it upon themselves to march in
fascinated by the construction of Aldis, front of her apartments every day at suppertime. They
but also wary. He decided his life’s work are led by Behr Dralong (use the Scholar, Chapter 8), a
would be to build a sanctuary for rhydan gangly professor who believes the buildings should be
near the city, envisioning it as a place they could visit if the transformed into a museum dedicated to the achieve-
chaos of city life became overwhelming. ments of rhydan.
Moumhad used shaping arcana to prune, graft, and For their part, the rhy-ravens roosting in the glen
bend trees into an elaborate, latticed fence around the largely ignore both Dralong and Kreri. However one
edges of his tree-dotted meadow. The result was both of them, Singh (see Chapter 8), does flap down from
strange and beautiful. Moumhad then began to graft the trees once a day to play chess with Ghabil Mane,
other trees into shapes, using arcana to physically manip- a young girl residing in the apartments (use the Child,
ulate them, but not force their growth. He considered his Chapter 8, boosting both the Communication and Intel-
creations treetrunk topiary. He bent and grafted branches ligence abilities to 1).
into the shapes of hearts, diamonds, squares, and circles.
He even bent two trees toward each other, then grafted Story Seeds
the tops together. Now they grow as one, forming an arch
topped by a single trunk. • Well-meaning rhy-ravens begin stealing powerful
The grove is no longer frequented by rhydan, save a (and shiny) arcane relics and burying them around
small group of rhy-ravens. Though wildly intelligent, they the property.
commune very little with the two-legged species who visit
• Kreri’s business practices surrounding the grove
the grove to wonder at its marvels.
lead to conflict with the local rhydan.
Layout • Guided by a sorcerer (perhaps even the Cuckoo,
from the Lake Ward), treasure hunters begin
Moumhad started his venture using the site’s existing toppling the trees to find a legendary relic allegedly
trees, so the perimeter is haphazardly shaped. Recently, buried beneath. But soon they find it’s their party
a developer built a number of apartments on the edge of
being hunted…
the property. While she claimed her aim was to preserve
Moumhad’s grove, Marthe Kreri rebranded the area the
“Arboreal Carnival” and began charging non-rhydan
M2
admission to the beautiful glen. She rents the apartments
overlooking it for extremely expensive prices. Kyanite
These apartments appear to be constructed of Aldis’
traditional whitewashed brick, but closer inspection The Kyanite neighborhood is somewhat peculiar for its
reveals they’re built of wood and only faced with slabs lack of large trees. City planning documents state the
of brick. The other architectural details, however, are real, area has high bedrock, meaning bedrock especially close
from the crown molding to the hand-carved window to the surface. This leaves insufficient depth for many
shutters. trees to take root. Residents combat this shortfall with
Kreri built a public bath over the spring in the park’s effusive plantings of blue roses. Bushes surround nearly
southwestern corner. She likes to claim, with a wink and every building, and vines twine up the walls to the roof-
a nudge, the water holds some degree of arcane power— tops. Both the rocky ground and velvet blossoms influ-
“blessed by the power of the moon and the rhy-fox.” enced the area’s name: kyanite is a blue rock, its name
Though she charges a premium to bathe there, the water derived from the color cyan.
has never been shown to have any special effects.

Notable Characters
The Royal Rose Society
Beauty Salon
Marthe Kreri (use the Merchant, Chapter 8) isn’t cruel
or heartless; rather, she’s practical. Her mother passed Residents of Kyanite pioneered the “rose crown” hairstyle,
away bringing her into the world, and her fathers both in which long hair is plaited and folded into concentric,
fell victim to the seductions of drink in their grief. There petal-like rings on the top of the head. While the district
was never enough money left over for food, and Marthe is crowded with salons specializing in the look, the Royal

74
4 4
6
4

7
4 4
5

2 2 4

2 4

1. Garden Atrium
2
2. Training Rooms
A 3. Consultation
Room
7 4. Salon Rooms
5. Alfaeo’s Styling
3 4
Room
6. Back Door
7. Storage
7

The Royal
Rose Society
Rose Society is widely considered the best. Notable Characters
Its other services include the grooming
of rhydan and the intricate application The salon’s owner, Erevan Alfaeo (see Chapter 8), is
of cosmetics and henna-like skin-dyes. also considered its most talented stylist. His schedule
These are all scented with extracts from rarely has room for new clients, as he spends most of his
blue roses: the honeyed-clove aroma time servicing his regulars. One of the most insistent is
of pressed petals, the spicy liquorish of Esington Waithe (use the Noble, Chapter 8), an impres-
crushed leaves, or the sweet citrus of a broken stem. sively built green noble who grows more despondent
every time Erevan rejects his romantic advances.
Layout Wren Blackbeak (use the Elite Noble, Chapter 8)
works as the salon’s receptionist and gardener. She is an
The roughly pentagonal compound is one of the only
incredibly petite woman with brown hair, brown skin,
structures in Kyanite not to be surrounded by blue roses,
and brown fingernails—the latter from the amount of
which might have competed for glory with the Soci-
time she spends gardening. She is incredibly soft-spoken
ety’s fabulous hair creations. Its four buildings (which
and always seems more comfortable around plants
have nearby merged into one after years of additions
than people. Erevan employs her as a receptionist only
and renovations) wrap around a lovely central atrium
because the atrium isn’t large enough to justify a full-
where visitors are greeted. The area is lushly planted
time gardener.
with a variety of flowers from across Aldea.
One of the salon’s four buildings is dedicated to
training future stylists to perfect the rose crown and
Story Seeds
other hairstyling techniques. The other three allow styl-
• After the Society is set on fire, the lack of an obvious
ists licensed by the Society to rent spaces and sell their
motive makes everyone a suspect.
skills to the public. The somewhat twisting and baroque
rooms and hallways were built to mimic the structure of • Erevan is found one morning in the Society atrium,
a rose. While this was done to prove the salon’s love of covered in Wren Blackbeak’s blood, her dead body at
roses, it creates a somewhat claustrophobic environment his feet. He is unwilling—or unable—to speak about
of unsettling, oddly-shaped spaces. what happened.

75
Chapter 4: The Middle Ward
• Cloudblight strikes the salon’s flowers, covering the “Alfaeo flowers,” have a legendary love story that
them in wisps of orange mold that soon spread to its evolves every time they tell it. Adventures on the high
clients’ hair. seas, pirates, and jealous sea-folk ex-lovers are common
elements, peppered with numerous and detailed bedroom
• From admitting to affairs to confessing to cheating on
escapades neither woman is shy about sharing. They have
their taxes, the citizens of Kyanite suddenly become
also shared several male lovers over the years; all have
a great deal more honest—dangerously so. It turns
now either died or moved on.
out the Silence has been testing a new kind of psychic
Yuumei’s skills veer more toward business, while Violet
sorcery, one spread by the scent of blue roses. The
(rumored to be a former pirate herself) focuses on all
Society is the only refuge.
things sailing. While they inherited the already-successful
• An odd rumbling rises from the sewers running Alfaeo shipping empire, together they took the enterprise
beneath the building every day at dawn and dusk. to new heights.
Ankti and Tadeas Lunathorn (use the Laborer, Chapter
Alfaeo Estate 8, for both), meanwhile, met at a tradeshow for skilled
handicrafters. Each was deeply impressed by the other’s
Shops & Estate Residences talent and passion for his art. They fell immediately in love,
The Alfaeo estate is a sprawling complex and now refer to their ceramic and glassware creations as
of townhouses and shops bookended their “children.”
by wedge-shaped manor houses. When
built, it was intended to be the perma-
Story Seeds
nent home of the entire Alfaeo clan, with
• Fourash Tallore purchases a kuweeca, a type of friction
private residences for each family and
drum, which seems to be haunted. He tries to dispose
manors for the family heads. However, romance, intrigue,
of it, and even destroy it, but it somehow returns
and adventure pulled many family members to other
to his workshop every morning and continues to
parts of the city and even further afield. Rather than let
produce a strange crying noise every night.
the townhouses stand vacant, Erevan—made caretaker
of the old property—began renting them to other Middle • Tadeas has been accidentally infusing his work with
Ward residents and shopkeeps, eager to show initiative in arcana, causing his tiny glass animals to come to life
earning some benefit for the family. at night. The creatures have slashed the heads off all
the flowers in the Alfaeo estate, then arranged them
Layout in the kiln.

Yuumei and Violet Alfaeo, the family matriarchs, run the • Violet Alfaeo has been kidnapped, and Yuumei is
family and its shipping empire from the eastern manor frantic to find her. A spurned lover from their past
house. They have given Erevan the keys to the western may have returned to strike at the women, or maybe
manor house and entrusted him with its care. a disinherited child is showing their anger. Surely
The manor houses stand three stories tall; each boasts Erevan, the golden boy, can’t be involved?
a sun parlor in the narrow end of the triangular building. • It starts as simple pranks—torn paintings, broken
The stunning glass ceilings vault the full three-story mugs, spilt ink—throughout the estate. Then,
height; two bedrooms overlook each sun parlor from inte- things escalate—chairs are shattered, walls gouged,
rior balconies. The sun parlors are densely planted with desks upended. And now, worst of all, a servant
light-loving plants from the world over and are often used has been stabbed!
to host lavish galas.
Between the manors, townhouses line the block. As is M3
typical in this ward, many feature shops or art galleries
on the first floor. Two workshops stand in a hidden court-
yard sandwiched between the townhouses. One is rented
The Singe
by Ankti and Tadeas Lunathorn, a married ceramicist and
glassblower. The other is rented by Fourash Tallore (see This historic neighborhood has always been famous for
Chapter 8), an elderly rhy-cat skilled in the use of shaping two things: its nightlife and the massive fire in its past.
arcana to carve duduks: woodwind flutes which produce a Forty years ago, a blaze swept south through the entire
haunting, purr-like song. district; only the Old City Wall kept it from spreading
to the High Ward. Many homes and businesses were
Notable Characters damaged or destroyed. While the name “the Singe” has
always been controversial, especially to survivors, most
Yuumei (use the Heroic Merchant, Chapter 8) and Violet residents use it like a badge of honor, proof of the neigh-
Alfaeo (use the Heroic Noble, Chapter 8), known as borhood’s resilience.

76
Chapter 4: The Middle Ward
• The three trees have begun to move. Very, very
The Rotunda slowly, they’re lifting their roots like legs, wrenching
City Park free of the ground, and treading north. Rumors claim
the trees are awakening to the Call for the first time
This crumbling jumble of stone was once in history.
a famed bastion of the Old City Wall,
and the site of a shadowspawn skirmish
after the Great Rebellion. The shadow-
The Oubliette
spawn rallied at the tower’s base after Nightclub
weakening its foundations. Finally, they
believed, the tower was about to fall, and they would have This notoriously raucous nightclub stands
their run of the city. However, the city’s shapers had other near the border of the Middle and Lower
Wards. While its dungeon theme caters
plans. They used their arcana to destroy the tower them-
to darker tastes, the owners run a tight
selves, toppling it outwards to crush the enemies arrayed
ship and put a priority on safety. Patrons
outside. The tower was never restored, and is now known
can pay for nearly any service, but under-
as the Rotunda. Planted with shady oaks and elms, it is a
cover Wardens roam the halls, ready to step in if anything
beloved city park famous for its summer picnics.
goes too far or illegal activities are detected. Any who
break the rules are banished for life.
Layout
The Rotunda’s perfectly round shape is outlined by the Layout
foundations of the tower that once stood there. Short tower
This squat, square building was deliberately built with
walls still remain in a few places, jutting from the ground
low ceilings to increase the sense of foreboding inside.
like dulled teeth, but most of the stone was robbed away
While it appears to be a single-story structure from the
after the tower fell. What’s left is now used primarily as
street, it extends several stories underground.
impromptu climbing frames by children. The three large
The street-level floor offers the quietest music; musical
trees planted in the Rotunda’s center blanket nearly the
styles become louder each floor you descend. This
entire area in sun-dappled shadow.
helps control the sound and prevents neighbors from
complaining. The under-basement (the lowest floor) often
Notable Characters
features music including the ululating wails of vata’sha
The Singe employs Wilidere Dabor (use the Elite Laborer, death whistles, which some have described as sufficient to
Chapter 8) as the Rotunda’s primary caretaker. Though trigger a severe migraine.
painfully polite, many find the vata’sha’s burning eyes A street-level courtyard serves as a hookah bar; all its
deeply unsettling, and he has taken to performing the foliage was chosen for being nearly scentless, so as not to
bulk of his duties after sundown. When he does brave the detract from the flavors and aromas of the smoke. Inside,
park in the sunlight, many parents instinctively draw their this floor features spacious, dimly-lit mingling areas and
children closer for a moment. Rumors say he once served dance floors. The underground stories offer a few large
a sorcerer, but Dabor heartily denies such allegations. He dance areas, as well as a number of intimate, private rooms.
insists he is a refugee from Jarzon and nothing more. An innovative series of vents and shas crystal-powered
fans circulate air through the lower levels of the building.
Story Seeds Unfortunately, since some of the vents connect to the
system of catacombs crisscrossing Aldis, they are a
• The three trees begin to wither and die, their favorite refuge of pests, leading to the occasional circula-
blackened, leafless branches growing gnarled, tion of unpleasant odors, as well.
like arthritic fingers. The blackness spreads down
through their roots and into the very grass. Notable Characters
• A young night person’s body is found in the Sex work in Aldis is both legal and regulated, and Felora
Rotunda the morning after a night-picnic. Investiga- Gardini (use the Heroic Noble, Chapter 8), the Oubli-
tions reveal a twisted web of slave trafficking. The ette’s head madam, was hired specifically for her lawful,
victims? All Jarzoni refugees, seeking a better life, no-nonsense attitude. She is thick-bodied, but knows
but finding only new miseries. how to use every inch to her advantage. Her gowns are
• Jarzon declares Dabor an enemy of the state specifically tailored to be as skintight as possible in order
and demands his arrest for crimes he allegedly to show off her every curve. She always paints her full,
committed in his youth. Now, the arcane talents he rosebud lips a deep rose blue.
has denied for so long may be the only way to prove Ubaid Kazemde (use the Laborer, Chapter 8) is a beau-
his innocence. tiful young vata’an belly dancer who works in the court-

77
Chapter 4: The Middle Ward
yard. He is not yet old enough to study the pleasure arts,
and so is not allowed to venture into the establishment’s
M5
lower floors. He is smart, ambitious, and fearless—the
relative safety offered at the Oubliette may have given Elmbury
him a false sense of security around some of its clientele.
Greene Mouseblossom (see Chapter 8) is Ubaid’s exact This sprawling neighborhood south of Rivasi Heights
opposite. A petite adept who specializes in manipulating was named for looking like the buried roots of a tree
fire for artistic performances, her personality is quiet when its streets were first viewed on a map, as its roads
and cunning; ironically, she could be described as almost all seem to branch from a central square like roots from
anything but fiery. She often provides pyrotechnic accom- a trunk. Over the years, residents have further cemented
paniment for Emile Hazestar (see Chapter 8), a struggling the name with copious plantings of trees along every
bard who is only ever given performance slots early in the boulevard. Each street is contained in its own tunnel of
evening, before the club gets into full swing. arching branches. The constant shade allows a slippery,
yellowish moss called rockbeard to grow between the
Story Seeds cobbles.

• Suddenly, Emile Hazestar grows popular. His song


“Golden Dawn” has become a genuine hit. Its notes
The Landsea
strum from every tavern, and its lyrics sing from
the entire city’s lips. The eyes of its most ardent fans
Amphitheater
begin turning a deep, golden yellow. Productivity Theater
in Aldis slows as work grinds to a halt—everyone is
The Landsea pioneered semi-aquatic
too busy listening to “Golden Dawn.”
theater, in which sea-folk and land-
• The Oubliette is attacked by a pack of darkfiends. dwellers perform epic, sweeping plays.
Patrons struggle to escape or barricade themselves in The primary tradition of this theatrical
downstairs rooms, hoping to survive long enough to style is that no more than sixty percent
be rescued. However, the fiends seem to be avoiding of any performance may occur on either
one particular room… water or stage. Most initial tales focused on pirates, sea-
folk, and shipwrecked sailors, but lately, romances have
• Felora Gardini has begun wasting away, both in
gained in popularity. Some more daring playwrights even
body and spirit. Her flesh hangs from her bones like
use the amphitheater as a place to experiment with more
wet laundry, and she no longer even has the strength
symbolic stories, in which action on the water is used to
to lift her head. The healers say something—or
indicate characters’ emotional states, while action on the
someone—seems to be feeding off her very lifeforce.
stage furthers the actual plot.
• A noble who frequents the club claims he’s being
blackmailed by the Silence. The next day, he has no Layout
memory of this conversation and vehemently denies
any blackmail occurring. The covered seating area curls around the stage in a semi-
circle. Seats are deeply tiered to increase the vertical space,
M4 and thus increase the number of audience members who
can fit into the building.
Behind the stage, a rectangular pool is reserved for the
Rivasi Heights aquatic portion of performances. A high wall has been
erected around the back of the pool to prevent people
The Heights sits on a natural rise. Before the city’s from viewing shows without buying a ticket. Footlight
waterworks system was expanded to service the area, shas globes line the edge of the pool, and headlight globes
early residents had to dig especially deep wells to reach line the top of the wall.
water; they compensated by installing elegant drain Beneath the stage lies a storage area for various pieces of
pools and cisterns to catch and store rainwater instead. set dressing; complex rigging raises and lowers each piece
Today, thanks to the city’s extensive water system, these to and from the stage. Winding underground aqueducts
features are mostly decorative. The many houses still and pumps supply the pool with fresh water from Rivasi
surrounded by small moats have tiled them with intri- Heights and the Rose River.
cate mosaics. Ferns, cattails, and irises thrive along their
borders. Rivasi Heights is heavily residential, with very Notable Characters
few shops and businesses. Most residents work and shop
in neighboring Whalefin, a district with comparatively The unspeakably graceful laevvel, Krauss Miller (use the
few private homes. Heroic Noble, Chapter 8), is the amphitheater’s current

78
Chapter 4: The Middle Ward
manager. Miller oversees every aspect of every produc-
tion, from casting actors, to selling tickets, to creating
The Windsail
refreshment menus. Miller does it all from within a
chiffon cloud of rainbow-hued gowns and veils, exclu-
Symphony
sively designed by Adele (see Chapter 8), the theater’s Symphony Hall
most talented costume designer. Miller consistently has
Water and wind combine at the Symphony
her fingers in so many pies, many swear she doesn’t have
time to sleep and must survive exclusively on arcana and to create eerie and fantastical musical
energy potions. performances. Winds sweeping south
In truth, Miller is a set of eccentric twins constantly from the Heights are captured by
swapping places in and out of the public eye. Both twins towering canvas sails and redirected
were born female, though one is laevvel. They believe through a multitude of pipes, creating
their joint lifestyle is the most productive way to live— wailing melodies in varying pitches. Some of the pipes
one or the other is constantly at work on their shared curl under a vast pool beneath the sails, releasing bubbles
goals. One of their longest-running aims has been to of air underwater that glug to the surface to create staccato
propel the sea-folk actor Nirvelli Nerin (see Chapter bursts of rhythm. While the Windsail breathes haunting
8) to superstardom. The joint efforts of the secret twins music on its own, day and night, master conductors have
have worked: Nerin is by far the Landsea’s most popular learned to shift the sails and close the pipes to create more
leading person. structured performances.

Story Seeds Layout


• Krauss Miller rushes onstage in the middle of The roof of this circular building is formed by seven
a performance, screaming. She claims her twin moveable sails. As they shift due to the machinations of
has been kidnapped by the theater’s resident the wind itself—or conductors seeking to control it—they
phantom. Many leading actors have claimed become a kinetic sculpture, piercing and shaping the sky.
romantic dalliances with the phantom over While the Windsail’s music can be heard faintly from
the decades, but these encounters were always outside, the architecture directs the building’s sounds
described as consensual. They’ve also been written toward its central audience chamber. This area is reached
off as local legend. by seven bridges arching over the Windsail’s “music
pool.” The conductor stands on a platform directly below
• Adele’s costumes begin spontaneously bursting into
the audience but above the surface of the pool.
flame onstage, killing one actor and injuring several
others. Is it due to sorcery, alchemy, or some other
Notable Characters
malevolent source?
• Nirvelli Nerin decides to perform a play considered Kile Mistraker (see Chapter 8) is one of the Windsail’s
to be both the most romantic play ever written, and newest conductors. Known for his daring compositions
as an accursed one. It hasn’t been performed in and flamboyant fashions, he specializes in concerts during
decades, because at some point during every run, the wild storms, much to the dismay of Seren Serwa (use the
lead actor vanishes from the stage in a smoky explo- Guard, Chapter 8), the aging sea-folk who maintains the
sion, never to be seen again. Windsail. Serwa restrings new sails as needed, and keeps
the pipes clean and clear of blockages. The work is physi-
M6 cally demanding, just as Serwa likes it. In her youth, she
was a fire-pearl diver, collecting sulfur-colored pearls
from the spiky fire oysters clustered around underwater
Whalefin volcanic vents.
Serwa is typically quiet and keeps to herself, but violently
This neighborhood was reborn as Whalefin after its defends anyone she perceives as being victimized. In phys-
bowl-like shape lead to repeated, extensive flooding.
ical altercations, she is known to be reckless, willing to
Rather than fight nature, Aldis’ citizens decided to
sustain dire injuries to land decisive victories. Rumors say
embrace it. Residents largely abandoned the district and
a mistake she made in her youth cost a fellow diver his life,
entrepreneurs moved in, bringing aquatic businesses
and she’s never stopped trying to make amends.
and entertainment inland. Its wildly popular seafood
restaurants (many situated on stilts to avoid flooding)
Story Seeds
cater to gourmet tastes and specialize in serving raw fish
with delectable sauces and foams. Whalefin is the only • The strange music produced at the Windsail
neighborhood in the ward whose fishy scent is not only somehow opens a whole new kind of shadowgate.
pervasive, but desirable. Its shadowspawn are like nothing ever seen before—

79
Chapter 4: The Middle Ward
in fact, they’re not seen at all: they’re as invisible as
the wind itself.
• Every night after a Mistraker performance, Serwa
has the same disturbing dream. She holds a fire-pearl
in her hand, and watches as a strange rune inscribes
itself on the surface. The pearl grows, transforming
into a distant island. Then, someone screams in a
language she can’t understand, and she wakes up. It
feels like a message, but to what purpose? And from
whom?
• First, the rats begin to die. Then, the feral cats begin
to die. Then, the dogs. Finally, a horse. All seem to
have mutated slightly, growing fins, gills, and scales.
It’s almost as if the Windsail’s music is casting a
spell, transforming them…

The Mernagerie
City Aquarium
When the district transitioned to be both
more commercial and flood-proof, a
fantastical, four-tank aquarium was
constructed at its center. The project was
funded entirely by a wealthy merchant,
Foxboth Prire, and now nets a healthy
profit. All manner of exotic aquatic life is temporarily
displayed here, then freed back to the Rose River, Lake
Vash, and beyond. One tank is typically reserved for more
dangerous-looking animals, such as sharks, juvenile giant
squid, and Vashian spinefish.

Layout
The Mernagerie is divided into four towering display
tanks by two walkways. While anyone can walk up and
peer into these recreated underwater worlds from the
outside, the interior walkways can only be accessed by
paying an admission fee. Heavily reinforced glass arches
over each walkway entrance, allowing smaller creatures
to swim over guests giving the impression visitors are
truly entering the realm of the sea-folk.
Platforms over each tank allow keepers to feed and
care for the creatures inside, as well as give educational
talks to guests. Just north of the Mernagerie is a ware-
house storing the wheeled pools used for transporting
the aquatic creatures. These pool-carts are enchanted with
special arcana to keep them light enough to be pulled by
an ordinary team of horses, despite the heavy water and
animals inside.

Notable Characters
When Foxboth Prire (use the Elite Merchant, Chapter 8)
was a young lad, his family was killed in a storm at sea. He
was adopted by family friends and feels he only survived
thanks to their charity. This has given him a deep commit-

80
Chapter 4: The Middle Ward
ment to philanthropy, though he has otherwise recovered
Layout
well from his childhood trauma. Prire has an eager and
boisterous laugh and is generally described as jolly and The audience sits in the center of the circular Okeahna
generous. However, as with many rich philanthropists, a Theater, entering via underground tunnels painted with
number of citizens suspect darker urges lurk beneath his murals of sea-folk myths. The theatrical performances
friendly facade. occur in the vast pool encircling the seats, and are typi-
Rusalk Ryba (use the Noble, Chapter 8) is the cally devoted to breathtaking aquatic acrobatic displays. A
Mernagerie’s primary keeper. Though human, he has shas-powered pump mechanism can be used to swirl and
always been fascinated by water and sea-folk; some might churn the water into a controlled maelstrom. Famously,
call him a bit obsessed. He has studied aquatic creatures the climax of each show occurs when skilled shapers lift
his entire life, and as a young man, gave himself a sea-folk wagon-sized bubbles of water into the air as swimmers
name (his birth name is Barth Greenflow). He typically cavort inside.
paints his skin a pale blue and uses lemon juice to lighten The elongated swimtrack shares a similar structure,
his chestnut hair, then dyes it an algal green. When Prire with audiences entering via tunnels and sitting in the
was searching for Mernagerie employees, Ryba was at the center of the track. The track itself is a comparatively
top of his list. shallow pool, only about fifteen feet in depth, save for
Ryba is so earnest about his passions, it can make other the deeper area below the diving platform. The track is
people uncomfortable; his eagerness to share his vast used for all manner of competitions, from sea-folk-only
knowledge at the slightest provocation has given him a swimming races to human high dive competitions to
reputation as an odd duck. While this characterization hippocamp speed trials.
frustrates Ryba, he is generally quite kind, especially to An aqueduct connects the theater with the track. Its
the aquatic life in his care.
only purpose is as an advertising tool: winners at the
track often hold victory parades along its length, while
Story Seeds actors and acrobats use the space to warm up and prac-
• Someone—or something—begins eating the helpless tice before shows to lure potential audience members
animals from the Mernagerie. Like fish in a barrel… into buying tickets.
Tickets are purchased for both venues at a booth at the
• Rusalk Ryba’s poor social skills lead him to acciden- western end of the track. This is also where audiences
tally challenge a noble to a duel of honor. enter the tunnels leading to their seats. In between the
• Foxboth Prire decides to devote one tank to the audience entry tunnels stand wedge-shaped dressing
breeding and harvesting of sea urchins, a valuable rooms for actors and waiting rooms for competitors.
commodity due to the natural purple dye they
produce. However, conflict emerges in the commu- Notable Characters
nity when sea-folk myths supporting the existence
Cascata Bonefury (use the Epic Guard, Chapter 8) is one
of rhy-urchins are revealed.
of the few athletes to frequent both the theater and the
• Visitors claim to see a bone-chilling trail of mist racetrack. The night person is not only a star swimmer, but
weaving through one of the tanks at twilight. It’s a talented aquatic acrobat. Commentators often remark on
described by witnesses as having an eel-like face with her agility and grace despite her thick and corded muscles.
a serrated grin. Bonefury comes from a long line of soldiers; a brick in the
Old City Wall is carved with her family name, showing
Okeahna Theater where her ancestors once defended Aldis from an attack
by darkfiends. She has never been interested in blood-
& Swimtrack shed, however, instead channeling the violence from her
City Swimtrack family’s history into her fiercely competitive nature. She
has been accused of using potions or arcana to enhance
These two interconnected buildings were her athletic prowess, but has always vehemently denied
constructed to honor both the art of such allegations.
physical achievement and the physi- Benjamin Chirp (use the Merchant, Chapter 8)
cality of art—or at least that’s what the handles all the betting and odds-making at the track. He
brochures say. In truth, the gambling can best be described as a nice man—entirely too nice.
offered at the swimtrack was meant to Individuals invariably walk away feeling somehow
fund the performances at the theater. This arrangement sullied after an interaction with Chirp, no matter how
worked even better than expected, as the theater is suffi- innocent the conversation seemed to be. An air of devi-
ciently popular that it often doesn’t need the help, giving ousness runs through his every movement, though no
the Okeahna some of the highest profits of any business one has ever uncovered what motives lie beneath his
in the ward. friendly veneer.

81
Chapter 4: The Middle Ward
Battle of the Bandit King
Just after the Great Rebellion, a bandit king decided to seize Aldis for himself. The city’s troops were weakened and depleted
from the constant fighting: a biscuit dunked in tea, if you will—soft and ready to crumble.
Wielding a great battle-axe, the bandit king led his horde towards the Old City Wall, all the while singing bloodcurdling
drinking songs about what he would do to the men, women, children, and rhydan huddled behind it.
Unfortunately, his booming bass voice carried right across the farmland and made him a perfect target for the city’s most
skilled archer, Reed Kimura. The archer nocked an arrow, whispered a prayer to the Seven, and let fly. The head plunged
directly into the bandit king’s eye, burying the shaft in his skull. He was killed instantly.
The bandit force was thrown into immediate chaos—clearly, the city was stronger and more prepared than they’d bargained
for. They retreated without firing a single shot.

to speak on an issue important to them, while others take


Story Seeds the opportunity to publicly create a new work of art. Some
spend an hour meditating quietly, enjoying the view, or
• The heroes must protect Cascata Bonefury from an
performing a monologue from a famous play. Sometimes
assassin, whether she wants their help or not.
days or weeks pass when no one chooses to perform on the
• A famous diver vanishes in the water during a Plinth, but then the structure experiences a burst of popu-
competition after a particularly perfect dive. larity, with citizens squabbling over time slots.
• The waters of both arenas turn to blood in the
middle of performances. It’s not part of the show. Layout
• The competitors at the top of the bracket for an The Plinth stands a little taller than the average one-story
upcoming competition all fall mysteriously ill. It house. It is carved from white marble veined with faint
could be the downfall of Benjamin Chirp—unless blue streaks. A wheeled staircase is kept just outside the
he’s actually behind it. square, then rolled into position whenever anyone wants
to climb up or down the Plinth.
• The usually-peaceful hippocamps turn on each
other during a race, beating one stallion to death
with their hooves.
Notable Characters
Liang (use the Heroic Laborer, Chapter 8) and his rhy-cat
M7 bond-mate, Nahm (use the stats for Fourash Tallore in
Chapter 8), are the Plinth’s current caretakers. They maintain
Axehead it, keeping it clean and well-polished, as well as managing
the list of guests who’d like to spend an hour atop it. Liang
This neighborhood was named as a sly prod at a fallen is a quiet man, rarely saying much to anyone but Nahm. His
bandit king and his mighty weapon; a public square stands facial expressions, however, speak volumes. Some consider
on the site where his great axe fell when he died. On one his silence a sign of grumpiness, but Liang simply prefers
side of the square, a statue honoring a heroic archer was not to waste energy on meaningless conversation. He was
erected. On the other side of the square, in the path of the never much good at small talk, anyway. Both Liang and
statue’s arrow, a statue-less plinth was built, the empty Nahm were once members of the Sovereign’s Finest. They
platform symbolizing the bandit king’s defeat—and his consider this their retirement job; an easy, peaceful way to
forgotten name. Where he once stood, an entire, bustling continue contributing to the city they love.
neighborhood rose, filled with happy homes, serene
shops, and laughing children. Story Seeds
• A Jarzoni dignitary climbs the Plinth and announces
The Plinth her intention to kill herself while up there. Her father
Public Stage has forbidden her from marrying the night person she
fell in love with, and her beloved has since vanished.
The platform left empty for the bandit
• One day, everyone who mounts the Plinth ends up
king was eventually named the Plinth.
performing a disturbing shadow dance.
It’s now used as a sort of tiny public
stage. Anyone can sign up to spend an • Angry at what it represents, a group of bandits who
hour atop the Plinth, doing whatever consider themselves descendants of the bandit king
they choose. Some people use their time steal the Plinth.

82
Chapter 4: The Middle Ward
• A woman mounts the Plinth to share her grandmoth- The Qu’alius
er’s prize-winning sourdough recipe. The next day,
people begin falling ill all across the city. Qu’alius is the Aldin term for the differently-abled. It can
refer to the blind, the deaf, or those with various physical
• A young bard heads atop the Plinth to sing his latest
differences, such as dwarfism, missing limbs, or perma-
song. It seems to be a love song, but also incites
nently hunched backs. Some qu’alius are born as such,
violence in all who hear it.
while others are injured in accidents or by illness. In some
areas, qu’alius are seen as bad luck and drains on society’s
Loveridge Academy resources. In Kern, they are considered useless and unworthy
Private Academy of life—a cruel and harmful opinion. Strong family ties in
Jarzon usually ensure that qu’alius are cared for, if some-
Once a square of stately apartment build- what infantilized and kept apart from society as a whole.
ings, this construction was recently In Aldis, though, qu’alius tend to be just as valued as every
purchased and renovated by Sharwani other citizen. In ancient times, some were even revered, with
Loveridge (use the Noble, Chapter the loss of a physical ability believed to gain the qu’alius’
8) as a special school for qu’alius. Shar- soul a closer connection to the gods.
wani welcomes any case and never turns While flesh shaping is sometimes used to “normalize” the
anyone away, regardless of their ability to pay for their bodies and abilities of qu’alius, this is not necessary or at
tuition and board. She accepts charitable donations to help all encouraged in Aldis. Rhydan—some of whom identify
support the academy, while her students also pitch in by as qu’alius due to their lack of hands and/or feet—do not
selling the artisan craft goods they create. Profits from the possess standard, two-legged bodies, and yet are fully inte-
sales go first to cover the students’ fees if they otherwise grated into Aldin society; their non-rhydan qu’alius counter-
cannot afford them, with the remainder used to further the parts are no different.
academy’s work and fund scholarships.

Layout for fruit and vegetables within the academy’s grounds,


Sharwani’s students regularly attend the Institute to
Where possible within the constraints of the old buildings,
develop their horticultural skills while also providing
the academy has been constructed to ensure maximum
food for the table, and Institute students and lecturers
accessibility for its students. Wide corridors and doorways,
regularly act as guest speakers.
along with ample space between workbenches and desks,
Despite the challenges the old buildings present, the
permit wheelchair access. Each classroom has racks for
academy’s ethos of supporting one another while also
canes to be stored safely while not in use, and all clutter
developing the skills to support oneself means that no
is kept to an absolute minimum to ensure safety of move-
student is left to struggle in terms of either their studies or
ment for the physically and visually impaired. Designated
their ability to access the academy’s facilities. As a result,
storage spaces are rigidly maintained for craft and teaching
the student body is a close-knit and encouraging one,
materials so students always know where to find a given
and Sharwani hopes that, one day, her former pupils will
item, and lighting throughout the academy can be altered
either return as teachers or develop schools of their own.
to best accommodate the students’ requirements.
The academy’s first floor is mostly made up of class- Notable Characters
rooms and workshops, all of which smell of chalk and old
wood. Some are outfitted like miniature gymnasiums, with Sharwani Loveridge was born without legs. One of her
specially-designed pieces of equipment students can use to fathers, unbeknownst to the other, paid a corrupt flesh-
stretch and strengthen their bodies and other senses, while shaper an exorbitant sum to try and craft a pair for her. But the
the remainder are much more traditional teaching spaces. procedure went disastrously wrong, almost killing her in the
The second floor houses the faculty bedrooms, the kitchen, process. Her father, Kamur, nursed her back to health, then
and the dining hall. The kitchen is extra-large and fully trained her in the family business: pottery. After a long and
accessible, with numerous counters and stoves at different successful career, Sharwani now devotes her life to operating
heights, so students can help cook their own food. The a special school to empower qu’alius to lead happy, fulfilling
third floor is comprised almost entirely of student suites, lives. Loveridge Fine Porcelain is known throughout the
each individually tailored to their occupant’s requirements. city, and its value has skyrocketed since Loveridge stopped
Ramps and staircases link each of the floors. making it. She now teaches every ceramics class at her
Outside, a central courtyard houses several kilns; the school, and sells only her students’ work.
rest of the area is a park-like retreat where students can get Besides her missing limbs, Loveridge has a puckered,
fresh air or play outside. The sensory gardens, developed pock-marked face and other scarring as a result of the
with the assistance of the Institute of Arcanobotany, are a botched procedure she was forced to undergo as a child.
particular feature of note. Due to the lack of growing space Despite the pain she has suffered, there is no purer heart

83
Chapter 4: The Middle Ward
in all Aldis. She tempers her kindness only when neces- tree never really did. It’s still no taller than a sapling,
sary to encourage her students to find their own way. though its abundant, leafy branches clearly mark it as an
Sahn Huaki (see Chapter 8) is one of the teachers at the adult tree.
school. Both her arms had to be amputated after a horrific
factory accident; she has now learned to use her feet to Layout
accomplish almost any task. Despite these victories, she
remains sad for her loss. She adores Sharwani’s mission, The Tiny Tree stands in the center of a grassy knoll. Its
but a part of her despises the woman’s insistently-sunny roots seem to be full size, and stretch all the way to the
personality. edges of the plaza’s cobblestones.

Story Seeds Notable Characters


• A young blind girl reveals she can suddenly see. But Pluton (see Chapter 8) is a rhy-rat who has burrowed
the blood-soaked horrors playing before her eyes are a home amidst the tree’s roots. At one time, he had big
not what anyone would wish to view. dreams about becoming an adventurer and freeing the
world from evil, but he was inadvertently stepped on
• All the students and teachers become suddenly weak during his first real fight. His hind legs have never quite
and frail—except for Sahn Huaki, who begins to been the same, and neither has his dampened person-
grow new arms. ality. Still, he enjoys telling the story of the Tiny Tree to
• The ghost of the bandit king (see the sidebar Battle of any who will listen.
the Bandit King) possesses a girl to enact his revenge
on one of her classmates, who he believes to be a Story Seeds
reincarnation of Reed Kimura.
• The evening after a spring music festival at the Tiny
• A Jarzoni mercenary is sent to abduct a student, a Tree, all the neighborhood’s children disappear.
religious dissenter known for protesting Jarzon’s Footprints seem to indicate they simply walked—or
qu’alius policy of segregation, institutionalization, skipped—away.
and silence.
• Pluton dreams of the Old Kingdom, as if reliving
• Sahn Huaki requests outside help and guidance a past life—one in which he had a very important
when a group of students begin to bully everyone mission he was never able to complete.
else—including their teachers.
• A traveler from a distant land claims the Tiny Tree is
an affront to his god, and vows to destroy it.
M8
• Incredibly, the Tiny Tree begins to speak. In a voice
Mouse Hollow that sounds like breaking wood, it claims a sorcerer
has been bringing trees to life, using them to spy on
citizens, then tearing their newfound consciousness
Mouse Hollow was one of the first neighborhoods built
from their bodies before they can turn on him. The
outside the Old City Wall. All its structures are compact
next day, the tree falls silent.
and crammed together, as if the architects were afraid of
sprawling too far beyond the city limits. The district is also
one of the few to feature blue tea roses in abundance. The M9
flowers are so named due to their diminutive size—each
blossom “no bigger than a mouse’s teacup.” No one really
knows if these tiny but beautiful flowers were cultivated
Cardamom
in the district at some point in the past, or are perhaps the This densely-populated district features a little bit of
result of some dormant power that keeps them small (and everything—shops, restaurants, residences, public baths,
is perhaps also responsible for the Tiny Tree). and more. It is the most varied of the Middle Ward’s
neighborhoods, and its architecture reflects this. Some
Tiny Tree streets are lined with elaborate wooden row houses.
Called “painted cake” architecture, the multistory town-
City Plaza houses are notable for their pastel plaster and intricate,
contrasting trims, reminiscent of the frosted bunting
Legend holds this maple tree was planted on the sides of cakes. This style of construction was
when the neighborhood was first built. pioneered by Jonathan Hegwer, a regionally famous
It was deliberately placed in the center baker and early resident of the district, who designed his
of a large plaza to give it plenty of room bakery as a permanent way to advertise the beauty of his
to grow. However, for some reason, the confections.

84
Chapter 4: The Middle Ward
the sorcery inside. Many expected his business to shrivel
The Griffon’s Quill away after the trial, but instead, it boomed. His shop was
Tattoo Parlor monitored closely by the Sovereign’s Finest, but no more
of his tattoos have been anything but ordinary.
When the popularity of Hegwer’s treats Atramentum is a slender, almost waifish man, with a
forced him to move to a larger facility, he bird-like, hooked nose, disproportionately long legs, and
sold his business’ original home—much spidery fingers. His chest curves slightly inwards due to
to the surprise of his two apprentices, an imperfection in his ribs; to compensate, he often wears
Chakri Ashcloak and Tal Canson. Both shirts with elaborate ruffles cascading from the neck. His
had not-so-secretly expected to be named soft-spoken manner gives an impression of shyness and
manager of the now-satellite premises. Never again used easily lends itself to suspicion. Rumors of his volcanic
as a bakery, the building has since changed hands a temper abound, though no one seems to have ever actually
number of times. Most recently, the tattoo artist Plec Atra- witnessed an explosion. His few close friends universally
mentum has set up shop there. describe him as quiet, with a penchant for melancholy.
Tal Canson’s (use the Commoner, Chapter 8) daily
Layout walk takes her past the Griffon’s Quill; she always waves
up at the bay window whether Atramentum can be seen
The building is a cozy duplex near the center of the neigh- or not. An ancient woman, she has looked to be on death’s
borhood. Hegwer originally lived in one side and worked doorstep for decades. However, she continues to display a
out of the other; while the bakery is now a tattoo parlor, quick smile and a friendly manner, though her episodes of
Hegwer’s home has become a cheese shop. senility are growing more frequent. She requires a live-in
The interior of the bakery was gutted by an oven fire, but nurse, and has been banned by doctors from using stairs.
enterprising firefighters managed to
save the building’s shell, most of which
is original. When it rains, the scent of 1

burnt sugar permeates the rooms, seem-


ingly exuding from the wood itself. 3

The first floor features a waiting 4

room and a tattoo suite hosting a


2
rotating array of visiting artists. Both
are opulently furnished in sunset-
colored leathers and gold trim; a few
live ferns and palms provide splashes
of contrasting green.
High Ward
The second floor is home to a small 6 7
art gallery showcasing the paintings
and sculptures of Atramentum and
the other artists, as well as Atramen-
tum’s private tattoo suite. The suite is
practically decorated, almost ascetic 1. The Landsea Amphitheater
compared to downstairs. Everything, 2. The Plinth
8 3. Loveridge Academy
from the wall paint to the leather chairs, 4. Mouse Hollow
5. Tiny Tree
is in shades of white, a stark contrast to 6. The Griffon’s Quill
7. The Lord Oak Bakery
the jewel-like pots of ink glimmering in 9
8. Market Bridge
the light from the canted bay window. 9. Thermai Spa
10. Hedgerow House

Notable Characters
Plec Atramentum (use the Commoner,
Chapter 8) rose to infamy after he was
arrested on charges of sorcery. It was 10

alleged he was infusing his tattoos with


dark arcana, sometimes cursing the
wearer while at other times providing
a boon. Although many tattoos linked
to Atramentum were indeed found to
be enchanted, it could not be proven
that Atramentum himself had woven
South Middle Ward
85
Should a party choose to speak with Canson, the Narrator alleged use of arcana in some recipes. Citi-
should roll 1d6. On a 1 or 4, Canson is having an episode zens of Aldis revere the business with a
and believes she’s in her youth, mistaking modern char- good-humored half-seriousness, raising
acters for those from her past. On a 2, 3, 5, or 6, she is their children to believe its “love cakes”
perfectly coherent and knows exactly who—and when— really do encourage tender emotions
she is. She has never forgotten the fire that claimed Chakri and its “trouble truffles” really do ward
Ashcloak (see Chapter 8). off misfortune. The bakery has always dismissed such
claims with a wink and a chuckle.
Story Seeds
Layout
• The lost ghost of Chakri Ashcloak does indeed haunt
the Griffon’s Quill and must be put to rest. However, Due to its early rivalry with Jonathan Hegwer, the Lord
doing so may stir up more of Tal Canson’s past than Oak is one of the few buildings in Cardamom to not
she would prefer. employ “painted cake” architecture; instead, it is built of
• Plec Atramentum begs for help to clear his name simple, unadorned marble. Its only outward decorations
after another accusation of sorcery arises. are the broad windows lining every side of the building,
each filled with fantastic confections of sparkling sugar.
• The Griffon’s Quill is mysteriously the only building It is also unique in being a single-story, flat-roofed
on the block still standing after an earthquake. structure in a ward where two to three stories are most
• A man who received a tattoo of his late wife from common. The interior space is divided into three rooms:
Plec Atramentum claims the portrait comes to life at a café area packed with wrought-iron tables and chairs;
night and torments him. a bakery area lined with shelves of sugary treats; and an
industrial-sized kitchen/storeroom. The kitchen window-
The Lord Oak Bakery sills are filled with elaborate cakes, and passersby can look
beyond them to watch the bakers at work.
Bakery
Notable Characters
The Lord Oak was the primary competitor to Jonathan
Hegwer’s bakery and has now become the most popular Preesh Devah (see Chapter 8) currently runs the Lord
patisserie in the Middle Ward. The bakery is famous for Oak. A Jarzoni immigrant, Devah and her family fled her
sweets featuring unique flavor combinations, as well as its homeland after discovering Devah’s talent for healing.

86
Chapter 4: The Middle Ward
However, Devah never had the desire to be a healer and needed. However, enforcement of this policy has grown
has always found solace in baking. quite lax. While many market stalls are simple tables
covered by canvas tents, many others are more significant
Story Seeds wooden booths; there are even several semi-permanent
restaurants that have not been fully packed up or moved
• The wedding cake of a visiting dignitary is vandalized for years.
with a slur, threatening to create a diplomatic incident.
• When a group of Jarzoni Purists protest the Lord Notable Characters
Oak’s (and Preesh Devah’s) alleged use of arcana,
Rancine Clast (use the Merchant, Chapter 8) runs the
angry defenders of the bakery use violence to break
Fishing Spot, a restaurant she describes as “experiential
up the crowd.
dining.” Guests sit at tables along the edge of the bridge
• The bakery’s “thinny-chip cookies” begin making and fish for their own meals; Clast’s gourmet chefs then
people ravenously hungry—and yet they continue prepare and cook the fresh catches. It can be a time-
to lose weight, becoming skeletally gaunt no matter consuming meal if the fish are feeling reluctant, but this
how much they consume. leisurely pace has only made it more popular for dates
and business meetings alike.
• Preesh Devah drops a marble rolling pin on the floor,
While Clast is human, her father was sea-folk, and
shattering one of the tiles in the kitchen and revealing
she views the enterprise as a way to marry both sides of
an ancient door to a secret underground passage. A
her heritage. She speaks and laughs loudly, and is often
howling wind emerges from around the cracks.
described by patrons as bold or brash. However, privately,
Clast is incredibly quiet, bordering on insecure. For her,
M10 being social requires an immense amount of energy, and
by nightfall she usually feels quite drained. She lives
Sutro District alone, with an old sea dog of indeterminate breed for
companionship.
Surrounded by water on three sides, the Sutro District lies Durian Jack (see Chapter 8) runs a fruit stand near
on the tip of a peninsula jutting into the Rose River. Four the bridge’s northern tip. It specializes in exotic fruits
bridges connect the neighborhood to the districts across the brought in from all across Aldea. Jack pioneered a ship-
river, including (clockwise from the western bridge) Cat’s ping technique utilizing specially-trained shapers to guar-
Gate Bridge, Market Bridge, Picket Bridge, and Drop Bridge. antee freshness. While the details are secret, the process
The area is famous for its luxurious public baths and allegedly combines plant-shaping, weather-shaping, and
bathhouses, all of which make good use of their prox- wind-shaping to prevent spoilage.
imity to the river by pumping fresh water from its crystal Eri Ikeda (use the Elite Merchant, Chapter 8) runs a
depths. The district proudly offers baths to fit any price migramah booth—a hair-braiding technique created by
point, allowing everyone access to a cleansing and rejuve- sailors utilizing knots rather than weaves or knits. She
nating experience. The social aspects of the Sutro’s baths primarily sells beaded migramah jewelry, but also creates
cannot be overstated, providing a location for mingling, fantastically intricate hairstyles. She spent her childhood
courting, and even negotiating business deals. on the high seas, the beloved youngest of a sailing family.
She left that lifestyle in search of a more structured one.
Market Bridge Ikeda has tried to train apprentices in the past, but
most have fled in tears. The quality of her work comes at
Market the price of being an obsessive perfectionist. She thrives
on facts, figures, and logic, but struggles with emotions
Market Bridge was the only bridge to span and feelings. That said, she is not cruel—she’s simply
this part of the Rose River for quite some kind only when she deduces the situation genuinely
time, and thus was built as a wide and deserves it.
sturdy thoroughfare capable of with-
standing heavy traffic. As other bridges Story Seeds
spread across the waters, the full width of
this span was no longer needed. Market booths sprang up • An amphibious, troll-like aberration takes up resi-
along its sides. Instead of simply linking two market loca- dence under the bridge and begins demanding all
tions, it now serves as a shopping destination in its own right. passersby pay a toll to cross.
• When the fish stop biting entirely, Rancine Clast
Layout claims a rival is trying to drive her out of business.
City code states all constructions on the bridge must be • A rider’s bloodied body is found one morning in
temporary in nature, able to be removed by nightfall if the center of the bridge, his horse pacing anxiously

87
Chapter 4: The Middle Ward
beside him. A love note and a lock of obsidian hair
Story Seeds
are tucked in his pocket.
• Durian Jack abandons his fruit stand to pace obses- • The water of every bath in the spa turns blood red
sively in front of a temple, where he claims to have (perhaps at the same time as the similar event at the
seen the ghost of his one true love. Swimtrack in this Ward).

• A dead woman’s body is found floating in the • A new perfume distributed at the spa seems to be
Rose River, bound head to toe in Eri Ikeda’s making patrons permanently drunk.
distinctive knots. • A visiting noble from a distant country is horrifically
burned when one of the baths suddenly turns to
Thermai Spa boiling water.

Spa & Public Baths • When Moore Heather disappears, Bulgan Urr
blames one of her own jealous lovers.
The Thermai Spa is a truly luxurious
• The Thermai adds a flesh-shaping business, with
bathing experience. Almost no one—
Moore Heather as its first customer. But the treat-
save for a handful of Aldis’ wealthiest—
ments are temporary, forcing patrons to return—and
can afford the spa on a daily basis; it
pay—again and again.
is primarily used as a rare treat. The
Thermai employs fire-shapers, water-
shapers, and shas crystals to heat and move its whirling, M11
bubbling baths. It even offers foot- and hand-baths full of
toothless carp, which gently nibble away calluses to reveal
the smooth, new skin beneath.
Grainview
City sprawl has eaten up what was once almost entirely
Layout peaceful farmland and orchards. However, the neighborhood
cherishes its past: many of the homes and businesses here are
Patrons of the Thermai enjoy sweeping views of the Rose
located in converted barns and mills. A few such buildings
River and the High Ward, as the spa is situated on the
are said to be haunted by the farmers who once owned them,
eastern bank of the Sutro District. A rectangular moat
but these rumors have proven to be more fiction than fact.
surrounds the building; a slight current allows bathers
Few people felt they lost their homes or were forced out as
to drift slowly around the building on floats crafted from
the city expanded. Some even chose to stay in their homes as
cork and wicker, draped with towels.
the district materialized around them, eager to take advan-
The Thermai’s public baths are found in its central
tage of the opportunities afforded by city life.
courtyard, and it is here where most of the spa’s social-
izing takes place. Each wing of the surrounding building
is devoted to a different luxury, with the north wing
M12
offering mud baths, the east wing offering massages, the
south wing offering “carp services,” and the west wing Moonpoint
offering seaweed wraps to warm and relax the muscles.
This neighborhood makes up the southern point of the
Notable Characters Middle Ward crescent, hence its name. It was never quite
as heavily agrarian as Grainview, beginning as a small
Bulgan Urr (see Chapter 8) is the face of the Thermai fishing community at the mouth of Lake Vash. The village
Spa, while Moore Heather (use the Merchant, Chapter 8) grew in concert with the rest of the ward and can now
serves as the brains of the establishment. Urr is a stun- only be described as “thriving.” The neighborhood puts
ningly beautiful night person, impossibly personable on a bonny fish festival every year at the start of spawning
and engaging. She personally welcomes every guest and season, replete with fish-shaped paper lanterns, savory
handles all negotiations with dissatisfied customers. (and sweet!) fish pies, and “mouth fishing” contests
By contrast, Heather works out of a small annex beside (similar to our world’s bobbing for apples, save with small
the spa, staying as far from the public eye as possible. A
live fish in place of fruit!).
sea-folk with a port-wine stain birthmark covering nearly
half her body, she was teased as a child and continues
to view most people from within a cloud of mistrust.
Hedgerow House
However, Heather is gifted with an incredible business Retreat
acumen. When Urr decided to start a spa business, her
only thought was to convince Heather, an old acquain- Overlooking Lake Vash, this sprawling mansion stands
tance, to work at her side. at the very tip of Moonpoint. It can best be described as

88
an asylum in the purest sense of the word:
a place of refuge and retreat, affording
Notable Characters
protection and security. Stays here are Freewell Pineton (see Chapter 8) serves as the unas-
always voluntary, and mostly free: suming gatekeeper to the estate. A kindly and sensitive
Hedgerow is entirely funded by the man, Pineton often provides the house’s other adepts
Crown. with guests’ initial diagnoses, drawn not from probing
All citizens of Aldis are encouraged to stay at Hedgerow anyone’s minds but from innate empathy.
House whenever they feel the need; there is no stigma The estate’s head adept, Grer Voubros (see Chapter
attached. Many citizens go their entire lives without once 8), works with every patient and helps to create each
setting foot there, while others require periodic stays individual treatment plan. In her youth, she witnessed a
throughout their lives or a single stay after a particularly murder. Fear and depression took over her life, and she
traumatic event. Psychic adepts and healers at the house ultimately attempted suicide. After recovering in a facility
treat all manner of mental maladies, from depression to similar to Hedgerow House, she petitioned the Crown to
anxiety and grief, as well as more serious problems. subsidize such a place—her parents, humble innkeeps,
had spent their life savings on her treatment. The Crown
Layout agreed, and Hedgerow House was born.
The three-story mansion is roughly rectangular in shape,
with a semi-circular courtyard carved out of one side. A
Story Seeds
small gatehouse stands at the end of the drive, monitoring • When Plec Atramentum (see The Griffon’s Quill
who enters and exits the grounds. Lush gardens surround in the Cardamom section) visits Hedgerow House
the entire building, a living moat of blossoms. for treatment, Grer Voubros realizes he looks quite
The first floor houses the kitchen, drawing room, dining similar to the murderer from her past. Her psychic
room, parlor, and library. The second and third floors are powers begin to spin out of her control, and trau-
primarily residential, featuring both single rooms and matic memories flood both of their minds.
multi-party suites. The second floor also offers a music
room, and the third floor a playroom. • A woman who believes a lost soul is slowly taking
The adepts and servants who keep the place running stay over her body demands help.
primarily in the attic rooms—the low ceilings prevent these • A refugee child who seems to have suffered horrible
from counting as a full fourth story. In addition to a pantry, abuse refuses to speak, communicating only in
the cellar contains a canning room and a wine cellar. psychic images.

89
hick with residential homes and stores that provide merchant caravans, and Roamer traders hoping to sell

T for the everyday needs of the city’s middle-class


population, the Lower Ward’s neighborhoods are
as eclectic and diverse as the people of Aldis itself. The
goods to the Lower Ward’s inhabitants, usually for higher
prices than they would receive in the Outer Ward.

Lower Ward was the “outskirts” of town in ancient times,


and now houses the majority of the skilled laborers, prac-
Fairfield Stones
tical craftsmen, and purveyors of moderately-priced prac- Landmark
tical goods to the city’s citizens.
Scattered throughout the North Fair
Field is a collection of ancient stones
L1 whose original purpose has long been
forgotten. While some might otherwise
The North be mistaken for naturally occurring
boulders, the stone is different than any
Fair District found elsewhere in Aldis.

A slightly upscale cousin to the Outer Ward’s many market- Layout


places, the North Fair District is named after the area’s large
courtyard and open field that play host to several major Thirty-three of the mysterious white stones have been
fairs and events each year. Even during downtimes, the located thus far. The tallest, a monolith known colloqui-
neighborhood is often bustling with traveling peddlers, ally as “The Knight,” stands shoulder-tall; most others are

“Everything of import comes from the Lower Ward. Without our people, the Outer is nothing but stink, and the
Middle nothing but useless fripperies. Every arse in the High Ward sits in one of our chairs, sleeps in one of our beds,
rides in one of our carriages, drinks from our cups. We’re the spine of the city, whether folks like to think it or not.”
- Guildmaster Jarellia Dire, head of the Guild of Stonemasons & Carpenters

90
North Lower Ward 3

2
4

6
1

Outer Ward

9
7
8 10
1. Fairfield Stones
2. Jaxson’s on the Field
3. Edgefield
4. Anwaren’s Sacellum
11 5. Stonemasons & Carpenters
Guildhall
6. Carpet Square
7. The Warden House
8. Glalub’s Apothecary
Middle Ward 9. The Twin Pillars
10. The Muddy Maid
11. The Cask and Crow
12. The Folded Corner
12
13. The Phoenix

13

no taller than knee-height, while some have been found


buried beneath a layer of topsoil. So far, no one has been
Jaxson’s on the Field
willing to completely excavate the smaller stones to see Exotic Goods Shop
how deep below the surface they extend.
Set at the northern edge of the North Fair
Notable Characters District, Jaxson’s on the Field is well known
across Aldis as the place to go for exotic
Gram Lael has lived in a tiny cottage on the edge of the and one-of-a-kind items. From potions
North Fair District for as long as anyone can remember. (Use and brews to unusual animals—or parts
the Commoner, Chapter 8, for Lael, increasing Communi- thereof—no one seems to know exactly
cation to 2, and adding the Animal Handling focus.) She’s where Jaxson gets all the intriguing goods
built like an ancient willow, wrinkled and gray but supple his shop contains, but it is well worth a stop for the curious
and strong, with perfect posture despite her age. She keeps shopper.
a small menagerie of animals, including a sizeable apiary,
and tends a garden that provides enough food for herself Layout
and her animal wards, and plenty to trade for other goods
she might need. The honey, honeycomb, and beeswax her A single story run of buildings set in an incomplete circle,
hives produce is renowned throughout Aldis. She’s also Jaxson’s on the Field consists of lodgings for Jaxson and
considered an authority on the Fairfield Stones, although his family on the northern side, an office to the east, and
a long, narrow shop building along the south side of
her expertise may well be due to her longevity in proximity
the complex. Customers enter from the road side of the
to them rather than any scholarly studies on the matter.
building, ensuring at least a modicum of privacy for the
family. Shelves line the walls of the shop from floor to
Story Seeds
ceiling, with rows of waist-high tables filling the space
• Someone has begun leaving disturbing offerings between them. Glass skylights are set into the ceiling,
on the Fairfield Stones. It’s difficult to tell what (or allowing natural light to showcase Jaxson’s treasures
who) the bones and blood once belonged to, but it’s during store hours.
causing quite a stir in the district.
Notable Characters
• “The Knight” has disappeared, with no signs of
how the massive stone was removed, or to where. While Jaxson (use the Merchant, Chapter 8) employs
Officials are investigating potential vandals, but local several clerks to handle mundane sales, he personally
rumors blame sorcery. supervises all incoming purchases as well as negotiations

91
Chapter 5: The Lower Ward
involving any of the more exotic pieces in his store. A
Notable Characters
shrewd man with a clear love of haggling, Jaxson has been
known to go back and forth with customers for an hour Castien Nremen (see Chapter 8) is the face of Edgefield,
or more just to get the best price possible on a particularly and for some, as much of a draw as the business itself.
interesting piece from his inventory. Visitors are rarely disappointed by the dapper and genteel
vata’an publican. Castien’s three spouses also live and
Story Seeds work at Edgefield, although in less public roles. His wife,
Aileena, handles the inn’s accounting and books, while his
• Jaxson is holding an auction for an animated wooden
husbands, Kaern and Feargus, are in charge of the kitchen
owl that seems to possess intellect and sentience. Is
and grounds, respectively.
this arcane artifice? Or something more sinister?
• A map is found hidden inside a purchased object, Story Seeds
and the writings are in a language no one recognizes.
• Castien is being blackmailed by someone who
L2 threatens to reveal a secret about his past that might
ruin Edgefield.

The Apron • A guest has died of a mysterious ailment at Edgefield


and rumors whisper that several staff members are
Home to many of the Lower Ward’s best restaurants, now ill with the same symptoms. What kind of infec-
food shops, and bakeries, the Apron takes advantage of tion could circumvent the city’s wards against disease?
its neighborhood’s relatively low population and open
spaces to provide a little taste of refinement for those who L3
cannot afford the Middle Ward’s upper-crust establish-
ments. Businesses here often feature small gardens, where
essential ingredients are grown within a stone’s throw of
Cobblestone
where they are cooked and served to eager customers. Originally, Cobblestone Quarry was well outside Aldis’
More unusual ingredients are garnered from the nearby city limits, having provided much of the stone that the
North Fair District’s traveling merchants. original town was built from. Around the quarry, a small
village of quarrymen, stonemasons, support employees,
Edgefield and their families blossomed. As Aldis grew, however, its
borders eventually stretched to the point where the village
Rustic Comforts Inn of Cobblestone became a neighborhood without separa-
Once a sprawling farm, Edgefield is now tion from the rest of the city. In time, the quarry’s stone was
one of the ward’s most popular inns. depleted, and the quarry itself shut down. Anxious for space,
Diners from across the city make their builders filled in the former quarry and the neighborhood
way into the Lower Ward for festive expanded over the area, although a labyrinth of subter-
meals, with those from the High Ward ranean tunnels is still rumored to run beneath the district.
considering the journey as something of While the city had to seek further afield for additional
an adventure to “see how the other half lives.” Visitors to quarry materials, Cobblestone still houses the guildhall
Aldis may use Edgefield as a temporary-yet-trendy base belonging to the Masons & Carpenters, and many of its
from which to explore the rest of the city. residents are still active in stoneworking.

Layout Anwaren’s Sacellum


The former farmhouse has been renovated by Kuba Open-Air Temple to Anwaren
Hatik (see Hatik’s in Wood Point [L17] for details on
Dating back to the time when the quar-
Kuba’s business), turning the formerly rustic abode into
ries were still open, Anwaren’s Sacellum
a formal fine dining room and cutting-edge kitchen.
was originally little more than a pile of
Other buildings have also been repurposed under
beautiful crimson stones dug up from
Hatik’s expert hands. The barn and stables now act as
the quarry and stacked as an offering by
an open-air venue that can be reserved for parties and
those seeking the Warrior King’s blessing.
celebrations, while the former servants’ quarters are now
Over time, structures were built around these original
quaint but elegant guest lodgings, and the grain silo has
stones, but not over them, creating a courtyard of worship
been renovated into a multi-story dormitory to house
to the Lord of Madness. A second, connected courtyard was
those of Edgefield’s staff who do not keep lodgings in
built years later, and is dedicated to the feminine aspect
other parts of the city.

92
Anwaren’s Sacellum
4

5
3

6
1

1. Shrines
2. Stairway
3. Meditation Area
4. Accommodations
2 5. Head Priest’s Quarters
6. Office
7. Storage

of Anwaren. There, farmers, hunters, and others wishing lum’s dedicants are out for the blood of whoever has
to give thanks for the Queen of the Harvest’s blessings desecrated their offerings.
bring produce and meat as offerings. These materials are
• Talons-Like-Daggers claims that the head priest of the
prepared, preserved, and distributed to the needy in a ritu-
Sacellum has been tainted by the exarchs’ influence. Is
alized celebration on the autumn equinox each year.
there truth in the rhy-eagle’s words, or has the Lord of
Layout Madness’ influence finally taken its toll on the bird?

The most notable feature of the Sacellum is that the entire


first floor is open plan, consisting of nothing more than
Stonemasons &
sturdy columns that support the actual buildings above, Carpenters Guildhall
along with stairways by which the second floor is acces-
Guildhall
sible. The housing for temple priests, storage, offices, and
other mundane needs of the temple are arranged in a pair The Stonemasons & Carpenters Guildhall
of connected second-floor buildings, the first shaped with is the oldest and grandest building in
two squares open to the sky, and balconies circling the entire the Cobblestone neighborhood. Built
structure, and internal open areas. Visitors and residents with funds raised from the construction
can observe and meditate upon the shrines below from the of the Cerulean Playhouse, the guild-
upper level. Accommodations and offices are in the second
master at the time caused quite a stir by
building, connected to the first by wooden bridges.
equaling (some would say exceeding) the elegance of that
building in the creation of his guild’s home.
Notable Characters
The rhy-eagle Talons-Like-Daggers (see Chapter 8) nests Layout
here in the heights of the temple’s construction, serving as
Comprising an entire city block, the guildhall is a three-
an advisor and aide to the priests. It is not uncommon for
story building, built in a U-shape around an open court-
the faithful to seek out Talons-Like-Daggers for his wisdom.
yard. The first floor houses the guild’s offices, whereas
the upper floors are reserved for meeting rooms and
Story Seeds
visitors’ quarters. The upper floor is private lodging for
• The donations for this year’s autumn equinox have the guildmaster and her family, as well as their servants
been tainted with a mysterious blight, and the Sacel- and staff.

93
Chapter 5: The Lower Ward
Notable Characters Layout
Jarellia Dire has served as guildmaster of the Guild of Carpet Square is a two-story, open-walled building, with
Stonemasons & Carpenters for over a decade. (Use the a roofed perimeter to protect its merchants and their
Merchant, Chapter 8 for Jarellia, increasing Intelligence goods from the elements. The center of the building
to 3 and adding the Engineering focus.) While outsiders stands open to the sky. Some of the more established rug
to Aldis may look askance at one of the night people vendors have offices in loft-space under the roof, while
holding such an important role, Jarellia’s expertise, not others operate out of open-air stalls in the center of the
only in stoneworking but also in business management square.
and project coordination, has earned her the respect of her
colleagues and the heads of other city guilds as well. Notable Characters
Story Seeds The Weaver family has made tapestries for Aldis’ citi-
zens for countless generations. Family legend has it that
• Someone is waylaying incoming stone shipments those early Weavers were present when the Golden Hart
from other areas of Aldis. selected Seltha as the first Sovereign, and that Aeron
• Many of the guild’s finest masters have been Weaver created a tapestry commemorating the incident
employed in the design and construction of a strange which still hangs in the Royal Palace to this day.
new site in the Lake Ward, but nobody seems to Untold generations later, the Weavers’ patriarch,
know who their patron is or what the tall construc- Theowald Weaver, runs the family business as best he
tion might be. Passersby with training in arcane can while caring for his aging and ill wife, Ralsa (use
lore have noted the site’s foundations seem to be of the Child, Chapter 8, due to her advanced infirmity,
a design that channels arcane energies, and so the but increase Communication and Intelligence to 1 and
Sovereign’s Finest want to know everything about decrease Speed, Health, and Defense to 8; also remove
the project. However, the guild is maintaining its the suggested Favored Stunts).
professional standards and keeping mum about Their eldest son, Jak (use the Merchant, Chapter 8,
what little they do know. with the Artisan focus and the Journeyman-level Intrigue
talent), and his husband, Martel (use the Scholar,
• One of Jarellia’s crews has discovered something Chapter 8, adding the Novice-level Observation talent),
ominous while excavating an ancient part of town. are the ones in line to take over the family business when
Theowald decides to step down, and anxiously await the
L4 opportunity to do so.

Brightmeadow Story Seeds


• Ralsa has taken a turn for the worse, and Jak is
Home to the majority of the city’s spinners, weavers,
seeking evidence against the allegations that Martel
and household fiber goods producers, Brightmeadow is
has something to do with his mother’s failing
frequented directly by citizens of Aldis and by the tailors,
haberdashers, seamstresses, and other apparel makers health.
who ply their trades in the Middle Ward. Yard goods can • Theowald has discovered a mysterious object in
be bought by the bolt here, as well as notions and off-the- a shipment of specialty dyes from the Southern
rack clothing suitable for wear by those who cannot afford Coasts.
personally tailored outfits.
L5
Carpet Square
Market Hall Nob Hill
Spanning an entire city block, Carpet Largely a residential area, Nob Hill borders the southern
Square is a collection of cooperative-yet- edge of the Outer Ward’s Turncoin neighborhood. Many
competitive rug merchants who vie for of the supervisors and managers of Turncoin businesses
the attention of potential clients. The make their home in the more affluent (at least by compar-
merchants work together to consolidate ison) Nob Hill neighborhood. While the district is far from
prices, ensuring that none of them signifi- actually rich, the difference between lifestyles in Nob Hill
cantly undercuts the rest (and thus damages the entire and the Outer Ward is notable enough to create envy (and
industry’s profits), but each also works very hard to ensure sometimes resentment) in those who cannot afford to
their wares are more appealing than their competitors’. move out of Turncoin.

94
Chapter 5: The Lower Ward
The Warden House Layout
Residence of the Warden Family Glalub’s Apothecary is a tiny, narrow shop, squeezed
under the eaves of two taller buildings and entered down
One of the largest and most elaborate a narrow alley barely an arm-span across. Only a story
homes in the already upscale Nob Hill and a half high, the building serves both as business and
neighborhood, the Warden House is home to Glalub, a talented medicine-maker. Their lofted
named after the Warden family who have living quarters are sequestered up under the eaves of the
made their home here for generations. building, accessible only by a rickety ladder that they
climb adroitly despite their age.
Layout
The Warden House sits at the center of a grand estate. Rising
Notable Characters
three stories tall, the building surrounds an expansive rose Glalub uses “they” as one of their pronouns, and anyone so
garden, home of the famed Warden House roses, prized in indiscrete as to inquire as to their gender (or why they do
Aldis for their colors and scents. As the home of multiple not make their home in the Lake Ward with the majority of
generations, the majority of the third floor is dedicated to the the city’s sea-folk) has found themselves no longer welcome
family’s bedrooms and bathrooms. The first floor is almost in the ancient apothecary’s shop. (Use the Scholar, Chapter
entirely utilitarian, housing the kitchens, stables, storerooms, 8 for Glalub, adding the Brewing and Healing focuses, as
and the like. The middle floor holds entertaining space, well as the Novice-level Lore and Healing talents.) For the
dining rooms, and studies for the various scholars and busi- more respectful customer, Glalub provides wondrous cura-
nessfolk in the family, along with other public rooms. tives, strengthening tonics, hallucinogenic powders, and
other interesting and useful concoctions—for a price.
Notable Characters
While an entire tribe of Wardens make their home in the
Story Seeds
family estate, one of the more notable members is Rosemund • Glalub is arrested on charges of poisoning. They
Warden (see Chapter 8), the current matriarch of the family claim they are being framed, and offer a mysterious
and a skilled adept. Along with her husband, the notable reward for those who can prove their innocence.
rake Jerome Warden (use the Noble, Chapter 8, adding the
Romance focus), Rosemund has been personally responsible • The key to accomplishing a goal lies in convincing
for maintaining the Warden garden and business for the past Glalub to create a particular potion, but the ingredi-
decade. Her work has been exemplary, much to the chagrin ents are difficult (and dangerous) to obtain.
of her mother-in-law, Natalie Warden (use the Elite Noble,
Chapter 8, adding the Intrigue Talent at Journeyman level). L6
Story Seeds Potsherd
• The Warden House gardens have been pilfered, and
Long the home of potters and other manipulators of clay,
one of Rosemund’s most recent experiments stolen.
much of the city’s basic clay items originate in this neigh-
The ransom note implicates Jerome, but surely he
borhood. While sculptors and those who create earthenware
wouldn’t be complicit in the theft of his wife’s work?
largely for aesthetic purposes may find a better clientele in
• Rumors of an artifact that transmutes plants into living the upscale neighborhoods of the Middle Ward, for tankards,
gemstone flowers have reached Rosemund’s ears, and dishes, bowls, oil lamps, and other household necessities,
she’ll pay anything to those who bring her the item. Potsherd is the place. This neighborhood is also the home of
one of Aldis’ great cultural sites, the Twin Pillars.
Glalub’s Apothecary
Apothecary
The Twin Pillars
Landmark
Hidden down a narrow alley, Glalub’s
Apothecary doesn’t advertise, relying Towering above even the tallest buildings
instead on word of mouth from satisfied in Aldis, the Twin Pillars are a vestige of
customers to promote their business. the Old Kingdom. Their nearly trans-
Whether seeking love potions, fertility lucent, opal-colored stone is a wonder
charms, hex jars, or protections from to see, especially at sunrise and sunset
Shadow, Glalub’s customers pay well for the ancient sea- when the columns fairly glow. No visit to
folk’s expertise—and discretion. Aldis is complete without a visit to the Twin Pillars.

95
Chapter 5: The Lower Ward
thing truly unique. The main floor contains a large waiting
Layout
room where clients socialize with the Maid’s staff of enter-
Located in Pillar Square, a courtyard often used by potters tainers while awaiting their “treatment.” When it is their
to sell their wares on market days, these two stone columns turn, customers are escorted to one of the smaller rooms
are visible from almost anywhere in the city. Elaborately on the main floor, each of which is outfitted with a wood-
carved around their bases with scenes that commemorate heated soaking tub full of thick, rich, red clay slurry. With
the creation of the world, the upper half of each is a several- the assistance of an attentive staff member, visitors undress
stories-tall depiction of two of the ancient gods of Aldis— and sink up to their necks in the warm, soothing, viscous
Maurenna, the Primordial of fire ,and Braniel, the Primordial liquid, allowing the heat and buoyancy to relax away their
of water—reaching towards each other as they weave corpo- troubles. Afterwards, their attendants aid them in exiting
the tub before escorting them into a secondary room, where
real bodies for the first people. Visitors come from across the
they bathe them and attend to any other requirements as
nation to leave offerings at the base of these ancient columns,
their desires—and wallets—dictate.
asking in return for blessings of fertility and good health, for
The upper floor of the building, smaller than the down-
their crops, their animals, and themselves.
stairs due to a steeply sloping roof, is dedicated to storage,
offices, and living space for those staff members who don’t
Notable Characters
have other housing.
Twig, Dust, and Little Bit (use the Child, Chapter 8, adding
the Bargaining focus) are three street urchins who claim the Notable Characters
area around Pillar Square as their turf. They make a living
While Alistar Orion (use the Noble, Chapter 8, adding
by interacting with locals and travelers who come to visit the
the Novice-level Contacts talent) is the nominal owner and
Twin Pillars. Sometimes this involves escorting hungry trav-
operator of the Muddy Maid, the true force to be reckoned
elers to the “best” restaurant or “lowest price” merchants
with is his “assistant,” Erzaveta (use the Guard, Chapter
(usually those who offer the trio a small bribe for herding
8, increasing both Communication and Intelligence to 1,
business their way). At other times, the impish youths earn and adding the Intimidation focus). Fiercely protective of
a few coins by singing, playing music, or storytelling for the Maid’s employees—and its good name—Erzaveta has
pillar tourists. They also claim the offerings left at the pillars, an instinctive eye for customers who might be potential
discretely spiriting them away in the wee hours of the troublemakers, and isn’t the least bit shy about dealing
morning when their removal won’t offend the supplicants. with them. More than one miscreant has found themselves
They are careful not to cross the line into illegal behavior, plucked bodily out of a tub and thrown out into the street
and are sometimes genuinely helpful (if mischievous). wearing nothing more than mud when they’ve crossed a
line with one of the business’ staff.
Story Seeds
Story Seeds
• One of the trio has gone missing, and the other two
seek aid in finding their lost companion. • Customers at the Muddy Maid begin noticing that
• Someone is attempting to coerce the street urchins their mud treatments seem to be making them feel
into criminal activity, and while they do not want to and look younger—even long after they’ve stopped
oblige, they do not know where to turn for aid. visiting the brothel. But when the process starts to
regress them back towards childhood, even Alistar
recognizes that something must be done.
The Muddy Maid • Threatened by the new brothel’s popularity, other
Upscale Pillow House brothel owners in town have been sending Alistar
increasingly ominous demands that he sell.
On the border between the Lower and
Middle Wards, the Muddy Maid is one
of the area’s newest brothels. Clients
L7
from around the city—and beyond—
have flocked to the Maid since its grand Brewer’s Row
opening last year, enticed not only by an
exotic and enticing team of paramours, but also by a feature Originally a single street, Brewer’s Row eventually gave
no other brothel in town offers: therapeutic mud baths. its name to the entire neighborhood, as many of the resi-
dents there are involved in creating, bottling, or selling the
Layout district’s potent wares. Brewers and distillers here take
advantage of the presence of an extremely pure under-
Once a potter’s workshop, the current owners of the Muddy water spring, a water source which many claim makes
Maid purchased the building and set about creating some- beverages brewed in this area the tastiest in the world.

96
The Cask 7
12 13 12
14

and Crow
9

15
3
16
10 11
6
4

1 5
1. Bar 7. Storage 12. Bedrooms
2 2. Common Room 8. Stairs 13. Bathroom
8 3. Privy 9. Dining Room 14. Master
4. Old mal’s Table 10. Private Dining Bedroom
5. Courtyard Room 15. Sitting Room
7 6. Brewing Area 11. Kitchen 16. Office

Braniel’s Cup, a massive stone fountain, stands in the building is filled with brewing equipment and storage for
largest plaza in Brewer’s Row. Ancient piping provides the massive casks of ale produced there.
plentiful fresh water for all the brewing-based businesses
in the neighborhood. Then the spring water tumbles out of Notable Characters
a tall sculpture of the Primordial Braniel pouring an ever-
flowing fountain out into pools, where various statues of Old Mal (see Chapter 8) is a near-constant feature at the
people and animals wait patiently to quench their thirst. Cask and Crow, having her own small table in one corner
that no one else sits at, even when the retired adventurer
isn’t present.
The Cask and Crow
Brewery & Tavern Story Seeds
Located across the square from Braniel’s • Helpful allies point towards Old Mal as a source
Cup, the Cask and Crow is a favorite of for useful information, but the old woman must be
locals and travelers alike. They make their convinced to share her knowledge.
own ales; the most popular is a heady • Tired of her slow descent into anonymity, Old Mal
brew called Haylin’s Choice, named after reveals herself as a once-noted warrior and asks for
the former Sovereign, who purportedly aid with one final quest to earn her place in history.
was fond of the recipe during his reign.
L8
Layout
The Cask and Crow is located in a squat, square struc- Presston Heights
ture with a notable hand-carved sign hanging above the
front door. Upon it, the legs and tailfeathers of a raven are From guild periodicals and daily papers to hard-bound
all that can be seen as the—presumably drunken—bird reference books and episodic adventure tales, Presston
submerges its head and upper body into an open beer Heights is the source of most of the city’s printed mate-
cask. The bar itself takes up the front half of the first floor rials. Many aspiring writers make their home here as
of the two-story building, with additional seating avail- well, often working for book vendors or print shops while
able in an open courtyard. Above the bar proper is living dreaming of taking a more direct role in creating written
space for the owners and their family. The back half of the content for the city’s largely-literate population.

97
Chapter 5: The Lower Ward
the battle arts. Swordsmanship of all degrees is in the
The Folded Corner majority, but schools of specialized knife-fighting, spear-
Written Goods Shop and-shield, two-handed weaponry, and even bare-handed
fighting can be found here (the latter sometimes taught by
Although it appears to be a small shop Spirit Dancers). The nightlife in Nightwatch can be ironi-
wedged between two other buildings in cally rowdy: duels aren’t out of the ordinary here after a
Presston Heights, the Folded Corner is night’s drinking in the local taverns, though it’s consid-
actually a multistory store, packed from ered gauche to go beyond first blood.
floor to ceiling with a collection of pre-
read books, scrolls, tomes, and folios that
rivals that of any of the nation’s great libraries.
The Phoenix
Tavern
Layout
The Phoenix is the most popular tavern in
Accessible only down a foot-path off one of the neigh- Nightwatch and a favorite of firefighters,
borhood’s major streets, the Folded Corner is a favorite no matter which organization they are a
browsing spot for recreational readers and scholars alike. part of. While the clientele can be on the
Its front door, painted with a pile of well-read books, opens rough side and few families frequent the
into a long dark corridor, which eventually leads to the main place, crime is almost unheard of in this bar.
room. Here, all manner of written materials are arranged in
a fashion that only Amedee truly understands. Wall-sized Layout
shelves divide the main room into a labyrinthine maze,
while a myriad of smaller rooms branch out from there. Typical of the Lower Ward, the Phoenix is a two-story
Amedee’s living quarters are located somewhere among the building with a tavern below and residential dwellings for
printed chaos, although some of her customers believe she the staff and owners above. The brickwork is notable for
simply sleeps on whatever empty shelf or horizontal stack being painted as if the building is on fire: red at ground-
of tomes is handy when exhaustion overcomes her. level, with trompe l’oeil flames rising up the sides to a
bright yellow roof with white gables.
Notable Characters
Notable Characters
Amedee (see Chapter 8) is the vata’sha owner of the
Folded Corner, and prides herself on her encyclopedic Cendis Rhe is the current head of the Vigilants, and can
knowledge of books—not only those in her store, but also frequently be found at the Phoenix when not on duty. (Use
what’s been published in the past and is currently being the Elite Guard, Chapter 8, for Cendis, increasing both
produced in Aldis and beyond. Communication and Perception to 1 and Willpower to 3;
also add the Leadership, Stamina, and Courage focuses.)
Story Seeds She earned her position through years of dedicated service
to the town, working her way up through the Vigilante
• A folio from Amedee’s collection has been stolen, and ranks, and has led the group for just under a year. Her
she’s willing to pay well for its discrete recovery. bravery knows no bounds, but since a raging fire killed a
• When a book seemingly consisting of utter nonsense family she was close with (including several young chil-
might hold desperately needed answers, Amedee dren), the weight of her responsibilities sits heavily on her.
may be the only person in town who can decipher it.
Story Seeds
L9 • An arsonist is plaguing Aldis. Can they be stopped?

Nightwatch • Cendis Rhe seems to be spending more time in the


Phoenix than with her company; will the firefighters
survive their leader’s decline?
Nightwatch’s central location makes it an ideal place to
protect the city from. The Vigilants—an ancient company
that takes contracts to protect businesses and homes from L10
fires—is based out of Nightwatch, as are several other private
protection organizations. Many of the citizens of Nightwatch Red Bluff
are a part of one organization or another, which sometimes
leads to conflict over contracts and territory rights. Named for the height and stone color of its apartment
Nightwatch is also known as an excellent place to find buildings, Red Bluff is a thickly-packed residential area,
schools that teach anyone—professional or otherwise— home to more people than any two of the Lower Ward’s

98
Chapter 5: The Lower Ward
other neighborhoods added together. Not a single 1

one-story building remains in Red Bluff, having all 1. The Folded Corner
2. The Phoenix 2
been replaced with taller (and thus more densely 3. Creston’s Academy
4. Bottcher’s General
populated) apartments. Stores, restaurants, and Mercantile
offices are often found on the first or second stories 5.
6.
Swift’s Cabs
Larai’s Weald
of these buildings. The upper floors are reserved 7. Ralzi’s Civil Service
Offices
for lodgings, not only for the owners of the busi-
3
8. The Laundry
9. Winterhaven
nesses below, but also for those who work in other
5
10. The Key Courtyard
parts of the ward as well. 11. Hatik’s
12. The Blue Heron

Creston’s Academy 4

Children’s School
Outer Ward
While many of those born in Red
Bluff will live their entire lives
there, not all are content to have
their children follow in their
own working-class footsteps.
Creston’s Academy (named after
its long-dead founder) offers basic education 6
7

for the children of not only Red Bluff but many


nearby neighborhoods as well. Many of the
guildhalls keep an eye on Creston’s Academy
students, seeking out those who show potential
for apprenticeship in their particular fields. 12 8 9

Layout
Wedged into the crossroads between Red Bluff,
11

Smoothstones, and Dogpatch, Creston’s Academy 10

takes up all four stories of its narrow-but-tall


building. The first floor houses public education
for any child seeking to learn reading, writing,
history, and other basic educational needs. The
second serves as offices, kitchen space, and
storage. Advanced classes are held on the third
floor, while the fourth is reserved for lodgings for
the school’s administrators and teachers, as well
as any visiting specialists brought in to teach on
particular topics.

Notable Characters South Lower Ward


Laert Keller is the headmaster of Creston’s
Academy, although all the students consider
Maejar (see Chapter 8), Headmaster Laert’s rhy-hound family, using escalating special treatment and gifts
bondmate, to be a sort of “vice headmaster.” (Use the Elite bordering on outrageous bribery. Why do they want
Scholar, Chapter 8, for Laert, increasing both Accuracy the student so badly, and can the player characters
and Fighting to 1, and adding the Cultural Lore focus and head off an inter-guild conflict with a confused
the Novice-level Oratory talent.) student and their family caught in the middle?
• Maejar disappears without a trace, and the psychic
Story Seeds link between him and Laert, while not severed,
reflects only confusion and pain. Laert is heart-
• A very promising student is nearly old enough
broken, throwing the entire academy into chaos.
to take a guild apprenticeship, and the various
guild scouts have spotted them. They suddenly • An influx of rhydan have visited Creston’s Academy
begin a flurry of offers to the youngster and their of late, refusing to speak to anyone but Maejar.

99
Chapter 5: The Lower Ward
Bottcher apparently has a particularly dim view of sea-
L11 folk, a notable prejudice she refuses to justify with expla-
nation. Her cool attitude towards those she calls “fishfolk”
Cooper’s Run has raised more than a few eyebrows in town.

Long the home of many of the town’s smiths, coopers, Story Seeds
and farriers, Cooper’s Run is a loud neighborhood and
its citizens reflect the fire and energy of their surround- • Rumor has it that the Mercantile has a secret inven-
ings. While those seeking jewelry and fine metal work tory of wares of a dubious nature, shown only to
may shop for wares in the Middle Ward, most of the those customers who know the proper codewords.
city’s metal household goods, from everyday plates and • One of the local blacksmith’s apprentices has
eating utensils to gates, hinges, and nails, originate in forged a remarkable journeyman’s project, an item
Cooper’s Run. purported to have spontaneously demonstrated
mystic powers.
Bottcher’s General
L12
Mercantile
General Goods Shop Little Rezea
While professional builders may make
Although the epithet is not popular with citizens of the
arrangements to order goods directly
nation of Rezea, the sheer abundance of horses in this
from those who make them, sometimes
neighborhood has given it a nickname that has stood since
a businessperson or household simply
the city’s earliest days. Several of the city’s hackney cab
needs some sort of metal goods for
companies work out of Little Rezea, where the central loca-
daily use or repair. Those who have such tion and straightforward thoroughfares aid their access to
a need often visit Bottcher’s General Mercantile, a three- each of the other wards. There are also horses-for-hire here,
story storefront providing durable goods, tools, and other as well as messenger companies specializing in carrying
handy components. Everything from needles and pins missives throughout the city and beyond. The Phalera, one
to metal ewers and bathtubs can be found somewhere of the city’s largest crossroads, marks a border between the
in Bottcher’s extensive aisles, and while the owner is Lower and Middle Wards, and is named after the cast-metal
perhaps not the friendliest woman in Aldis, her prices are circles used to adorn horses (and war heroes).
fair and the breadth of her inventory ensures the Mercan-
tile is always a busy establishment.
Swift’s Cabs
Layout Carriage and Hansom Cab Service
The first two stories of Bottcher’s are all the public ever Swift’s is located just off of the Phalera
sees. Arranged with heavy and large goods on the first and has provided contracted carriage
floor and smaller wares above, the shop is neatly laid out services to the people of Aldis for two
in precise aisles wide enough to allow customers to shop generations. Originally founded by
at their leisure without jostling one another, even when Malea Swift with a single carriage, the
purchasing bulky or awkward items. Twin broad, wooden plucky driver leveraged her business into
staircases along the right and left walls reach the second a local institution through hard work and a knack for both
floor, but entrance to Miss Bottcher’s living quarters in reliability and charm. The Swift fleet now contains over
the attic can only be made through a private door at the a dozen of the city’s most finely appointed cabs-for-hire,
back of the building, via a two-story stairway barely wide and throughout the city, hiring a Swift cab is considered
enough to permit the proprietor’s muscular form passage. the next best thing to having your own carriage and driver.

Notable Characters Layout


Miss Bottcher (use the Merchant, Chapter 8, adding the When Malea founded the company, she ran the cabs’
Novice-level Contacts talent) is a formidable woman, service office out of her front parlor, allowing her to share
strong in both frame and temperament. She routinely time with her stay-at-home husband and their two boys.
lifts goods that would make the strongest Outer Ward This situation continued even after the boys moved out,
laborer tremble with exertion, and bargains adroitly with the business expanding to take over their now-vacant
both customers and those she purchases her shop’s wares rooms as it grew. After she and her husband both passed
from. While somewhat curmudgeonly to everyone, Miss away, the boys opted to convert the two-story family home

100
Chapter 5: The Lower Ward
completely over to office space. Now, on-call drivers sleep of guildmasters, foreign dignitaries, and
in the former bedrooms, awaiting communications that the Sovereign’s staff was forced to follow
will summon them to the nearby extensive garage where Larai as she left the palace and made her
Swift’s keeps its fleet of carriages of the highest merit. way out of the High Ward and across the
entire town, continuing diplomatic nego-
Notable Characters tiations while pointing out many of the
city’s notable landmarks as the makeshift tour continued.
Calaban (use the Elite Laborer, Chapter 8, adding the Master- Eventually, the procession ended in a small parcel of
level Animal Training talent) and Caspian Swift (use the unused land, surrounded by buildings that were in ill
Noble, Chapter 8, adding the Journeyman-level Carousing repair. Much to everyone’s amazement, the queen brought
[Gambling] talent) are the twin sons of Malea Swift and have the entire conversation around to a very pertinent end,
inherited the business from their mother. While the boys look
comparing the state of the current negotiations to that of
identical, nothing else about them is similar.
the area they now found themselves in, and encouraging
Calaban is a quiet lad with a penchant for simple clothing,
those involved to see the potential that could come from
who prefers to spend as much time as possible with the
working together to make the trade agreement something
horses and handlers involved in the family business.
positive for everyone involved. After that, the negotiations
Caspian is something of a fop, and although he claims to
proceeded well, and those involved later purchased the
be largely responsible for leveraging the company from the
land to create a beautiful park in homage to their often-
foundation his mother created to its current zenith, some
confusing but unmistakably wise Sovereign.
believe he is actually doing so at the cost of the business’
stellar reputation for animal care, employee quality, and
Layout
other factors that made Swift’s the household name it is.
Spanning the equivalent of several city blocks, Larai’s
Story Seeds Weald is a bastion of nature and beauty. The park features
multiple walking trails, carefully cobbled and maintained
• A Swift’s cab apparently picks up a contracted fare.
and each featuring comfortable covered seating in many
A few minutes later, a real Swift’s carriage shows up.
places along the pathways. The Weald’s gazebos often
The counterfeit cab and driver (and their purloined
host musicians and theatrical performances for the benefit
rider) have vanished without a trace.
of those who visit the park and, when not being used for
• A rhy-horse enters town, seeking council with Calaban performances, are frequently used for picnics, outdoor
Swift regarding a sorcerer who has reportedly created weddings, or other social events. The park is well-lit, well
an artifact which can sever the bond between rhy- maintained, and a point of pride for not just the neighbor-
creatures and their companions—permanently. hood and the ward, but the entire city.

L13 Notable Characters


Bug is a young person who frequents Larai’s Weald,
Oakwood offering their services to those who are visiting the park.
(Use the Noble, Chapter 8, for Bug, increasing their
Home to Aldis’ largest city park, Larai’s Weald, the Communication to 3 and adding the Disguise focus and
Oakwood neighborhood carries a certain prestige among the Novice-level Intrigue [Deception] talent.) They are
those who live there. Oakwood’s residents often consider willing to help set up canopies, carry baskets, run errands,
themselves “Higher Lower Ward.” The homes there tend to carry messages, and the like. Rail-thin, but always clean
be larger and less densely inhabited, and its citizens dressed and comfortably dressed, Bug refuses to talk about them-
more elaborately, than their Lower Ward neighbors. They self, leading many folks to believe they may be a resident
also frequent the Middle Ward’s nightlife and cultural of the Outer Ward who finds fetching and carrying for
events when possible and, in general, cling to a fancier way park-goers preferable to working in one of the tanneries
of life than the rest of the Lower Ward’s population.
or at some other form of heavy labor. Their manners,
however, speak of a connection to the High Ward, lending
Larai’s Weald an air of mystery to the youthful entrepreneur’s story.
Public Park Story Seeds
Created almost 200 years ago, Larai’s Weald is just one of
• A footpad has begun preying on visitors to Larai’s
the beautiful legacies the eccentric Sovereign left behind
Weald, but steals only jewelry.
from her time as ruler of Aldis. During the middle of a trade
negotiation, one of the queen’s invisible companions appar- • Visitors to the neighborhood claim that they have
ently suggested they take in some fresh air. The entire room seen a silver stag walking the Weald.

101
Chapter 5: The Lower Ward
to be a grand adventurer, out doing “things that really
L14 matter” in the city and beyond. While he can serve as an
extremely valuable ally in matters pertaining to legality,
Wainton Reserve contract history, and even family lineages (thanks to his
adept knowledge of Ralzi’s files), any interaction with
While much of the city’s official business in regard to him results in Eshton trying to learn more about what
finances and lawmaking takes place in the High Ward “interesting” things have prompted the request, and
amongst the noble-folk and city administrators, the those who rely on Eshton may well find themselves
average person often has need of educated advice and looking out for him as he tries to involve himself in their
assistance as well. Wainton Reserve contains many fidu- inquiries first-hand.
ciary service providers, including money-lenders, accoun-
tants, financial advisors, investment firms, civil lawyers, Story Seeds
negotiators, and other businesses focused on dealing with
high-detail and complicated community needs. • Eshton has discovered an obscure but pertinent fact
that may sway the current political situation, and
seeks aid in deciding what to do with it.
Ralzi’s Civil • Eshton holds vital knowledge hostage. His price:
Service Offices to be included on the adventure in exchange for his
Local Bureaucratic Center assistance.

Stationed in the Lower Ward to assist the L15


people there with day-to-day legal and
civil matters, Ralzi’s is a trusted loca-
tion for information and paperwork
Whitewall
processing. They notarize contracts Named for the visual spectacle created by an entire city’s
between individuals and businesses, file sheets and other laundry hanging from its washing lines,
trade agreements, and handle inheritances, along with Whitewall is the laundry center of Aldis. Its position
other matters necessary for the day-to-day running of life in along the downstream curve of the Rose River ensures
the Lower Ward. Ralzi’s is just one of several such centers, that any suds or detritus created in the laundering process
meant to provide access for all of Aldis’ citizens to the city’s are quickly swept away. Many of the folk in this area are
bureaucratic processes without forcing them to travel far employed by the Laundry or one of the smaller estab-
from their homes into the already crowded High Ward. lishments that specialize in the care and maintenance of
clothing or more-difficult-to-clean items.
Layout
Located directly on Barrister Square, Ralzi’s has long The Laundry
served the people of the Lower Ward as a middle-man
Laundry Services
organization between laypeople and the law. The building
itself is an irregularly-shaped curve and is notable For There are countless clothes and linen
being only a single story tall, unusual for Aldis. It curls washing businesses in Whitewall,
around an open courtyard, where citizens await their turn but only one is known simply as “the
to speak with the barristers, lawyers, notaries, scribes, and Laundry.” Specializing specifically in
clerks inside. Part of the building is dedicated to private household and business linens rather
offices where meetings may take place and meeting rooms than clothing, all of their fabrics are line-
where aggrieved parties can come to try and work out dried to create a crispness that crystal-dried laundries
their differences. The rest is dedicated to maintaining can’t match. Several decades ago, a business front was
copies of all the legal records relating to the Lower Ward, built on the eastern bank of the neighborhood, to process
a complex system of filing that only the most adroit of linens for Middle and High Ward households more easily.
Ralzi’s clerks truly understand.
Layout
Notable Characters
The Laundry’s actual washing processes take place in a
Eshton Burkholder (use the Elite Scholar, Chapter 8, complex of ancient buildings stretching along the bank of
adding the Novice-level Lore and Journeyman-level the Rose River across from the Bend. Hundreds of drying
Contacts talents) works as a secretary, scribe, and filing lines, normally full of pristine, starched tablecloths, sheets,
clerk for Ralzi’s, and he’s very good at what he does. towels, and other linens, separate the washing facility
The problem is, he hates it. He wants nothing more than from the rest of Whitewall.

102
Notable Characters Winterhaven
Tavaster Flood is the current proprietor of the Laundry, Temple of Felisar
and has turned the business into far more than its former
creators could have imagined. (Use the Epic Merchant, Winterhaven is a boon to weary travelers
Chapter 8, for Tavaster, increasing Communication to 3 and the underprivileged citizens of Aldis
and adding the Etiquette and Investigation focuses and alike. As one of the oldest temples to
Felisar in Aldis, Winterhaven serves as
the Journeyman-level Intrigue, Master-level Contacts,
both hostel and church, as well as a center
and Master-level Observation talents.) By focusing on
from which donations and aid missions are
the “low” laundry rather than fancy clothing, Flood has
sent to the furthest corners of the nation when need strikes.
created ties with most of the town’s successful pubs,
taverns, inns, and restaurants, as well as many private
households across the city. His people glean tidbits of
Layout
information from each of their customers, creating a The main room of Winterhaven consists of a large area of
complex, but discrete, network of unknowing spies in a worship, ornately carved with scenes depicting Felisar’s
majority of the town’s meeting places and homes while protection and blessings being bestowed on travelers and
drawing no attention to himself. the downtrodden in a myriad of different settings. Here,
penitents and pilgrims who have traveled to the city from
Story Seeds across the nation—and Aldea—gather to give thanks for
Felisar’s favors, or to beseech the Bringer of Miracles for
• Flood’s network has discovered a traitor amongst
intervention. There are no steps into the building, which
one of the town’s high-ranking nobles. He seeks
is constructed entirely at street level, and the seating area
those who can take care of the problem discretely,
is broadly spaced, allowing those with mobility issues
without asking too many questions about where his
easy access. There are open areas enabling bed-bound
information comes from.
worshipers to comfortably participate in the temple’s
• Flood’s minions send word that a secret from the services, and it is not uncommon for the injured and infirm
past has come to his attention, and he is offering to to be brought to Winterhaven seeking Felisar’s intercession
keep it secret—in exchange for a favor. on their behalf.

103
Chapter 5: The Lower Ward
Beyond the main room are sleeping chambers where
weary travelers may claim refuge, as well as offices from
The Key Courtyard
which the priests of Felisar plan their good works. A Interguild Relations Court
kitchen provides filling, if plain, meals for the hungry,
with the leftovers being distributed throughout the Outer Surrounded on three sides by the Key, a
Ward amongst those who have need. collective building used for meetings
and negotiations between Lower Ward
Notable Characters guildmasters and their business asso-
ciates, the Key Courtyard is often used
Lennor Bowers (use the Commoner, Chapter 8, increasing for public declarations of new policies, as
her Constitution to 1 and adding the Stamina focus) is a well as sharing news from outside the ward and any addi-
young Roamer priestess. She has made her home at Winter- tional important information with its citizens. However,
haven since she lost her left leg just above the knee as a small by ancient tradition, it is also a location where individuals
child in a terrible wagon accident. Had she not experienced who feel they have been treated unfairly by the guildmas-
a vision of Felisar beckoning her away, she might have lost ters or other important figures of the town can come to air
her life instead of a leg. After she recovered, she asked to their grievances.
be brought to the temple to dedicate herself to Felisar’s
service. Her family agreed, making the difficult decision to Layout
allow her to remain there and be raised and educated by
the priests who could more readily assist her in relearning A broad courtyard, the northern edge is bordered by a
to walk with the aid of a prosthetic limb. While Lennor has short street and the other three sides are surrounded,
served the temple dutifully since her childhood, lately her shaded, and protected by the four-story Key itself. Tradi-
Roamer blood has begun to speak, urging her to travel and tion dictates that every meeting room in the Key have
seek the open road as her family always has. at least one balcony open to the Key Courtyard, so
that those airing their grievances can be assured their
Story Seeds words are heard, no matter what important business is
happening inside the Key.
• A traveler has been brought to Winterhaven after
being found half dead from injuries sustained on the Notable Characters
road. In the throes of a fever, they claim to have been
attacked by darkfiends no more than a day’s ride Shawlyn Greene (use the Elite Laborer, Chapter 8,
from the city gates. increasing Perception to 2 and adding the Journeyman-
level Observation talent) has served as groundskeeper
• A natural disaster in one of the hinterlands up near for the Key for decades. Although the more physical
the Kernish border of the Kingdom brings in a call aspects of her work have gradually been taken over by
for aid. A caravan is leaving from Winterhaven with a younger member of staff, Shawlyn knows more about
supplies, but they’ll need protection from wildlife, the Key’s building and grounds than any other person
brigands, and potentially more dire threats. in Aldis, and has a seemingly encyclopedic knowledge
• A chance encounter with Lennor Bowers forms the of the area’s secret passages, bolt holes, and suitable
seed of an obsession in the young priestess, and nooks for spying on conversations anywhere on the
she becomes determined to use the connection as a grounds.
means of seeking adventure within the town. Unfor-
tunately, she’s ill-suited to the task and quickly gets Story Seeds
in over her head.
• A young member of the forest folk visiting the
Courtyard claims their tribe has been wronged by
L16 local timber harvesters.

Keyston • Shawlyn has overheard incriminating information


about one of the ward’s guildmasters, and fears the
information may put her life at risk.
Almost entirely dedicated to the crafting guildhouses
(and support thereof), Keyston is the heart of the Lower
Ward. It is home to the Key, where guildmasters from both
L17
the Lower Ward and other parts of the city come together
to deliberate over the goods and services produced within Wood Point
the ward. The Key Courtyard also serves as a public loca-
tion for airing grievances or demanding justice for those Due to the ease of bringing lumber and logs into the ward
who have not found it elsewhere. by water, Wood Point is home to manu of the town’s

104
Chapter 5: The Lower Ward
carpentry and woodwright businesses. The eastern river-
L18
bank (facing the Middle Ward) is largely populated by
shops, offices, and showrooms, and a great deal of traffic
comes across the Cat’s Gate Bridge. The western bank, The Bend
facing the Bend, tends to have more rustic (and louder)
businesses. Located mostly across the Rose River from the rest of Aldis,
the Bend consists largely of flat, fertile farmland and river-
Hatik’s front businesses. Only one real Bend business is found on
the southern bank of the river: the Blue Heron, a genera-
Building Renovations Contractor tions-old restaurant and inn that moved across the water
decades ago after its original location was destroyed.
Hatik’s is a relatively new business, with
offices on the eastern riverbank of Wood
Point. While many of the carpenters in
The Blue Heron
the Lower Ward apprenticed themselves Picturesque Cuisine Inn
to long-established ward businesses,
Kuba Hatik came to Aldis from some- Noted for its serene atmosphere and
where else (the strongest rumors suggest Lar’tya). Within amazing cuisine, as well as the pictur-
the last decade, he has made quite a name for himself by esque view that diners enjoy during
virtue of thinking outside Aldin tradition. Specializing their meal, the Blue Heron has been a
in renovation rather than new construction, his notable Lower Ward destination for decades.
works include the transformation of a farm-in-decline into The business hit a small decline after the
the Apron’s newest and most popular dining and lodging original owners retired, but their daughter is now doing
establishment: Edgefield. very nicely in her quest to continue the family tradition.

Layout Layout
Hatik’s offices are held in a small two-story building. The Blue Heron is a broad, two-story building located near
Simple and elegant, the building’s facade has been the Bend Bridge that spans the Rose River. The front walls
refurbished using enameled metal and finely polished feature thick, clear glass windows that afford an expan-
wood, setting it apart from its neighbors and acting as sive view of the ancient bridge, and the upper rooms with
additional advertising for its owner’s expertise. Hatik’s river-views are earmarked for guests and travelers. The
living quarters are above the offices, and, if anything, back half of the massive building consists of the kitchen,
are even more beautifully appointed than the business business, and utilities below, with quarters for the owner
rooms below. and several of the staff who do not have homes away from
the inn on the second floor.
Notable Characters
Notable Characters
Kuba Hatik is an emigrant to Aldis, although he refuses
to say from where. (Use the Heroic Scholar, Chapter Pasha Moon inherited the Blue Heron from her fathers
8 for Hatik, increasing Strength to 1 and adding the a few years ago, after the three men decided to retire.
Artisan, Crafting, and Engineering focuses, as well as (Use the Merchant, Chapter 8, for Pasha, adding the
the Novice-level Lore and Artificer talents.) He dresses Bargaining and Tasting focuses and the Journeyman-level
plainly, in great contrast to the elegance of his handi- Contacts talent.) She had a little bit of trouble convincing
work, and keeps largely to himself. He has no interest her clientele (some of whom have been visiting the Blue
in small talk or frivolities, seemingly dedicating his life Heron since they were children themselves) to think of her
solely to his craft. as the owner rather than the owners’ daughter after her
father has retired. But now, business is booming as Pasha
Story Seeds implements new ideas to complement her fathers’ tradi-
tional business savvy.
• A mysterious stranger has come to Wood Point,
asking pointed questions and offering rich rewards Story Seeds
for information about the neighborhood’s renovation
master, but revealing nothing about their purpose in • Intent on creating a new dish for the Blue Heron’s
discovering more about Hatik. menu, Pasha offers phenomenal prices for exotic
ingredients.
• Renovations on a project elsewhere in the city have
led Hatik and his crews to discover what may well • After Pasha refuses to pay “protection money,”
be a long-blocked portal—but to where? someone begins sabotaging the Blue Heron.

105
he Outer Ward represents the northwest segment and establishments tend to have direct, simple names

T of the city, where civilization begins to fade into the


picturesque wilderness of the lands just outside
Aldis. Here, trees and lush grasses mix with the paved
indicating their function or ownership; the people who
frequent them often don’t have the time or the interest for
flowery titles or confusing metaphors when looking for a
streets of the city, confirming the kingdom’s promise to place to buy goods or to enjoy a meal.
preserve, protect, and embrace the natural world even as Construction in the Outer Ward is a mixture of newer
it fosters cultural growth within the city’s boundaries. buildings added as the city expanded and some very old
Because it covers much of the land approach from the structures that were swallowed by the city. Some build-
north and all of the west, the Outer Ward is the first stop ings that used to be on the outskirts, or even considered
within the city proper for many visitors, and in fact, some to be outside the city, now rest in the heart of this ward.
travelers never make it deeper into the city. As a result,
the ward rings with the sound of many languages and
O1
the businesses attempt to cater to the desires of both the
native residents and those who may not be fond of—or
familiar with—Aldin custom or cuisine. The Grove
Being farther from the city’s center also means certain
business and activities are more accepted here than they The Grove sits on the northern edge of the city and is
might be elsewhere. Soap-making, tanning, butchering, usually the first sight of Aldis proper for travelers from the
smoking meats, and other vocations that create unpleasant north. The grasses on either side of the paved streets are
odors are usually confined to the Outer Ward, where the lush and green here. The trees are well-tended, coppiced in
less-dense streets allow the winds to dissipate smells many places to maintain their shape without threatening
before too many folk are disturbed by them. Businesses the plants’ ability to grow larger and more impressive.

“First time in Aldis? Nah, not reading your mind, friend—just your face. When you live in this part of Aldis,
you get used to seeing folk newly arrived in the city. Beautiful, isn’t she?”
­Runado Elkis, teamster

106
1

North Outer Ward


4

Lower Ward
6
11
12

7
8 1. Delile’s
2. The Winding Bazaar
3. The Shepherd’s Crook
4. The Kiln
5. The Open Roof
6. Vine Day Market
7. Ghin’s Warehouse
13 9
8. The King’s Rack
9. The Precious Palate
10. Arran’s Square
10 11. Pennyweight’s
12. Zakarm’s
13. The Nursery
14. The Cooper’s Guild
15. Breal Tar Pit
14 15

This neighborhood draws its name from the plentiful fruit samples of new flowers or saplings, but is very careful not
trees that have been planted here, as well as just to the north to raise plants that might be detrimental to species native
of the city. Citizens choosing to enjoy the area’s proximity to to Aldis. If pressed, she can perform simple healing arts,
nature often picnic here, and take freely from the trees. and sometimes does so for traveling adventurers who
require immediate medical attention.
Delile’s Story Seeds
Florist
• A new flower, never seen before, suddenly blooms
Located at the northernmost point of Aldis, among the blue roses.
Delile is a florist known throughout the
city for being able to foster and raise • Try as she might, Delile cannot get a certain plant
flowers and other plants that otherwise to take root, and fears that fell influences are to
should not be capable of growing in blame. Those finding and stopping the source of the
the area. Delile is a frequent provider of problem will be rewarded.
flowers to the Royal Palace.
O2
Layout
The shop is a large, open square filled with tables and
Turncoin
benches of various heights, upon which Delile and her
In the neighborhood of Turncoin, folk can expect to make
staff tend the ever-changing array of blooms she has on
money in many different ways, from trading goods to
offer.
offering themselves as labor to load or unload wagons for
Notable Characters the many caravans that come in and out of the city. Named
for the frequent changing of hands that money often under-
The owner and namesake of the florists, Delile (use the goes here, Turncoin is home to many who are unestab-
Merchant, Chapter 8) is a kindly woman just entering lished, hoping to find a profession, or simply looking to
middle age. She is always willing to pay for healthy make some quick cash without much training or expertise.

107
The Winding Bazaar Notable Characters
Marketplace Xaff and Leen (use the Merchant, Chapter 8 for both)
are married, but thanks to well-applied cosmetics, look
From the outside, the Winding Bazaar is almost like identical twin brothers: both tall and slim, with
a loud, frightening, chaotic place. On open shirts and easy smiles. Only Xaff’s slightly broader
the inside, it is much the same, but nose and lighter complexion suggest they are not actually
filled with people who wish to buy or related by blood. The pair sell cloths and silks, as well as
sell every type of wonder from across stories to go along with the purchases: this bit of silk was
the kingdom. Vendors shout prices actually part of the wedding dress of a former Sovereign,
almost nonstop, and may sprinkle spices, reflect light while that woolen swatch once swaddled a great hero, and
from glassware, or wave textiles in the air in front of so on. None of these tales are true, of course, but they take
potential customers in the hopes of drawing them into great joy in sharing them and in the looks of wonder that
their booths for a closer look. cross the faces of the gullible.
Inside the bazaar, traders are willing to accept nearly
any kind of payment, be it local currency, barter, or Story Seeds
foreign coins. However, buyers paying with gold of any
minting are likely to draw suspicious glances and whis- • A stolen item has been sold to one of the vendors in
pers from the bazaar’s denizens. the bazaar, and must be found before the true owner
discovers it’s missing.
Layout • A wealthy noble is willing to pay well to be the sole
owner of an object rumored to be in the bazaar, but
The Winding Bazaar has two entrances, both of which lead
refuses to be seen browsing there.
visitors along the outer edge of the building. Once inside,
customers enter a continuous, winding flow of people
that moves past stalls and booths selling every kind of
O3
good imaginable, including perishables made on the spot
(although no fires are permitted within the bazaar). After The Pasture
following the river of people around two corners, one can
either escape back out the opposite entrance, or continue Named for the broad, flat, green spaces between the
deeper into the bazaar. northern hills and the city to the south, the Pasture is a

108
Chapter 6: The Outer Ward
wide, verdant, mostly empty plain. The grasses here grow and the guests at their inn. Neither is especially warm or
quickly and thickly, as they do in the Grove, but are kept playful, but they are willing to provide extra attention to
short by the frequent feeding of the pack animals, cattle, the wounded, the grieving, the sick, or the lonely.
and sheep that traders and travelers pause to pasture
here before continuing into the city. Visitors can pay to Story Seeds
have young pasture-keeps watch over their animals,
which are reclaimed by turning in small, brightly painted • Someone is hiding out at the inn. It’s not clear
tokens that match identical markers slung around the whether this person is sneaking into or out of the
animals’ necks. city. Patrons are becoming suspicious of the guest’s
Buildings are sparse in the Pasture, and a good propor- surreptitious behavior, and wish them to leave
tion of them cater to travelers entering or leaving the city: immediately.
inns and taverns, stables, boarding houses, and a few slop- • The couple are beginning to worry as to who will take
sweep (manure-gatherer) sheds. The area is dominated over the inn once they pass on, and have sought the
by animal activity—and smells like it—making lodgings counsel of trusted friends to figure out an inheritance.
cheap, as the only people that can tolerate the area for long
are the locals, the cattle drivers, and other animal workers
that are not put off by the fragrant aromas.
The Kiln
Charcoalers
The Shepherd’s Crook In time, most untreated wood rots, and
Rustic Inn every act of carpentry or woodworking
has unusable scraps as a byproduct. In
Shepherds and goatherds from the nearby the Outer Ward, such bits of leftover
region often bring their livestock to the wood that aren’t put to use in regular
city in small droves for sale, and they fires eventually make their way to the Kiln:
mainly prefer to stay at the Shepherd’s a wide, squat stone structure in the far north of the city
Crook. A large, comfortable inn, the used to generate charcoal. Once a week, a rotating crew of
Crook serves simple country fare, based convicts serving their sentences through community work
on the same farmers’ recipes that the couple who own it, sweeps out the Kiln, collecting the results of the previous
Ifra and Zej, enjoyed in their youth. Mutton is often on the firing and distributing it to a number of smiths who have
menu, as is lamb, and there is nearly always a savory stew made arrangements with the Crown to receive the products
on the fire just moments away from being ready to serve. in exchange for discounts on the smiths’ wares.
Shepherds that can’t afford the coin for a stay can Due to the danger of combustible materials finding
always pay in either labor or livestock. Labor usually their way into the Kiln (accidentally or otherwise), there
involves a hard few hours mucking out the stables or is always a pair of guards on duty who inspect all items
minding someone else’s horses, before being rewarded before deposit. No building construction is permitted
with a hearty stew and a straw bed for the night. A good, within 500 feet in any direction of the Kiln, to prevent
unshorn ewe can finance a week’s stay, including board. any fires or explosions from harming bystanders or other
properties.
Layout
The Crook is divided between the stables to the north
O4
and the actual inn housed in the western and southern
parts of the building. The kitchen is large, extending all Greenstreets
the way across the narrow connecting building (guests
may not pass from the stables to the dining room through Greenstreets is named for the luscious grasses and other
the kitchen), and the large hearth and stove spread heat greenery that surround the neighborhood’s paved roads.
throughout all three of the inn’s stories. Even in the denser, eastern part of the area, residents and
There are six guest rooms on both the second and third businesses take pride in planting flowers by the roads,
floors, with a pair of small but comfortable beds in each. not only to make the area more inviting but also to mask
The stable haylofts double as a common room for those some of the smells emanating from the rest of the ward.
who can’t afford a room to themselves. Though most thoroughfares through Aldis can boast
some degree of greenery, nothing quite matches the
Notable Characters breathtaking artistry of Greenstreets, whose botanical
artists delve into miniaturization, topiary-crafting, and
Ifra (use the Commoner, Chapter 8) and Zej (use the the precise planting of flowers to ensure specific effects
Laborer, Chapter 8) are a couple entering their sixties. They at any given time of day, even hiring plant-shapers to
have no children, and fill their days caring for one another accomplish their horticultural wonders.

109
Chapter 6: The Outer Ward
hand-crafted goods or found curiosities—which some folk
The Open Roof collect as relics of previous ages.
Travelers Hostel Because it happens only once each week, there is no guar-
antee that a given vendor won’t be gone the next time a
A welcoming hostel for travelers, the customer tries to buy something. The sellers here use that
Open Roof is run by a kindly old blind fact to their advantage, threatening to have other purchasers
night person named Yakha, a woman waiting in the wings or important travel that will make
who depends upon the benevolence desired goods unavailable—anything to close that sale.
of her guests and the general good-
will of her neighbors. It costs nothing to Layout
stay at the Open Roof, but residents are asked not to
remain for more than a week. Everyone is tasked with The market is packed with small, booth-like stalls between
something during their stay, whether it be cleaning, five and twelve feet in length, each with a canopy above
mending the sheets and blankets, tending the gardens, it to protect the occupants and customers from the sun
or preparing food. Those who attempt to take advan- and rain. The location of many stalls changes from week
tage of Yakha’s hospitality by refusing to contribute to week, and a stall may be missing for weeks at a time if
their share are asked to leave. Such invitations seldom a vendor is traveling, focusing on farm business, or other-
need to be enforced; the presence of the two large young wise occupied. This leads to some minor feuding over
men Yakha employs as helpers is usually enough to prime locations, but for the most part, customers are able
discourage troublemakers. to find what they want with ease.

Layout Notable Characters


The Open Roof consists of two buildings. The northern Lhoris (statistics left for the Narrator to determine) is a
building is a longer, single-story affair, filled with bunk squat creature barely five feet in height, whose race and
beds along the walls and small trunks to hold guests’ gender are both concealed by a dirty, hooded cloak no
possessions. The shorter building holds the kitchens and matter the season. Lhoris attends the market each week,
common room, as well as a second story where Yakha irrespective of the weather, wandering the stalls but flatly
and her assistants live. The common room is dominated refusing to purchase anything. Rumors abound as to who
by two long trestle tables with benches, where guests eat, or what Lhoris really is, why they take such an interest
gather, and converse. in the Market, and who they work for; suspicions range
from one of the Sovereign’s Finest to an agent—or even a
Notable Characters Baron—of the Silence.

Yakha (use the Elite Merchant, Chapter 8) came to Aldis Story Seeds
nearly thirty years ago, and does not discuss her time in
Kern or anywhere else. She has sufficient savings to run • Lhoris has information. No one knows what it is, but
the Open Roof, and makes ends meet through a combina- everyone knows it’s important, and Lhoris demands
tion of self-sufficiency, trading, the generosity of former a heavy price to reveal it.
guests, and tapping into her savings. • A powerful shas crystal has been discovered, and
someone plans to sell it at the next Market.
Story Seeds
• Despite the rules, there is one resident that will not O5
leave, and Yakha won’t say why she won’t make them.
• Someone is looking to buy the Open Roof, at almost
Stag’s Charge
any price. Yakha wants to know why.
There is an Aldin legend, from before the establishment
of the modern kingdom, of a wanderer who needed to
Vine Day Market escape a great injustice. Tired and alone, she wandered the
Marketplace streets of the city late at night, but no one would aid her;
most thought she was mad, or cursed.
Held weekly on Vine Day, both residents When she called to the gods for aid, she was met by
and travelers are welcome to set up stalls a vision of a great silver stag, who charged northwest
in this open-air market. Any item that towards the wilderness. The wanderer’s steps became
can be legally sold within the city might leaping strides as she followed, and by the time she caught
be (and often is) found here on Vine the stag, she had taken on the form of a great hart, and
Day, but the majority of the items sold are escaped the city before her pursuers could find her.

110
Chapter 6: The Outer Ward
The neighborhood has long believed the stag charged people forgive them for this failing once they’ve tasted
through this area, and some nights, children claim to find the venison. A constant flow of fresh meat from Zakarm’s
evidence of the stag’s passing. keeps the patrons happy, and happy, sober patrons are
always quiet and respectful.
Ghin’s Warehouse Layout
Warehouse
The King’s Rack is dominated by the display of a giant rack
Serving many of the traveling caravans of antlers just inside the front door. Tables seating anywhere
that move through the city, Ghin’s from two to ten guests are arranged around the room.
Warehouse is a stopping point where
caravans can offload, check inventory, Notable Characters
and store both wagons and goods while
they attempt to find buyers or trade part- The proprietor of the King’s Rack, Alata (use the Laborer,
ners. The warehouse is abuzz with people moving goods Chapter 8), is a tall woman who wears hunting leathers to
from just before dawn until the last light of day, but once work, showing off her powerful arms to any who might
twilight has passed, all the doors are locked and every think of causing trouble in her establishment. Her cousin,
worker is chased out. Zakarm (see Zakarm’s, in Seltha’s Watch), offers her
good prices on fresh meat, and she is incredibly skilled at
Layout making tasty meals from the cheapest cuts. Alata makes
a point of helping her cousin through the leaner winter
Shaped like a giant horseshoe, Ghin’s Warehouse has months, and is always well-rewarded come spring.
bays all along the inner courtyard to allow wagons and
carts easy access to the interior. Within these wide shel- Story Seeds
ters (between 14 and 40 feet wide) are stairs that lead to a
second story, where lightweight items can be stored and • Accusations have been made that the King’s Rack
workers can take meals or naps out of the sun. is obtaining its meat through foul means, either via
arcana or by hunting rhydan.
Notable Characters • Alata’s strongbox full of savings has gone missing,
and the only evidence points to her cousin, Zakarm.
A man of average build with thinning gray hair, Ghin (use
the Elite Merchant, Chapter 8) is the owner of the ware-
house. He speaks to no one but his two husbands and their O6
three daughters, who to most people are nearly interchange-
able. Ghin sets the prices for storing wares, determines the
rules for who can and can’t stay, and has his family deliver
Smoothstones
messages to their customers in short, cryptic sayings that Nearly every foot that passes through the Outer Ward
most seem to understand without explanation. passes through Smoothstones at one time or another. With
streets wide enough to allow for horses and carts to pass
Story Seeds easily as well, this neighborhood has seen its streets worn
smooth over time. Rather than repave, the residents have
• The Sovereign’s Finest are convinced that something
chosen to keep the name and the character that comes
is being smuggled through the warehouse, and need
along with it.
help with discreetly locating it.
• Strange noises are coming from the warehouse at
night, but all Ghin’s workers swear the place is empty.
The Precious Palate
Restaurant
The King’s Rack Nestled in a small building just off the
Restaurant main road south, the Precious Palate is
proof that even in the poorest of areas,
The many visitors to the city of Aldis wealth will find a way to show itself off.
need to be fed, and one of their favorite This expensive restaurant caters to those
establishments is the King’s Rack. A that want the experience of enjoying the
simple place with good food, the Rack flavors of other cultures without the hassle of mixing with
is open from just after noontime until the people that actually belong to them. Thus, the Palate
the late evening every day. It does not spends a good deal of time and money purchasing exotic
serve strong drink or cater to late-night activity, but most ingredients and recipes to share with its clientele.

111
Chapter 6: The Outer Ward
surmounts the fountain, and water flows
Layout
out of pitchers, skins, and goblets onto
Surrounded by a shallow stream that acts as a natural moat, the likeness of Arran before flowing
the Precious Palate is reached by a small wooden bridge down into the pool below.
that allows only one person to cross at a time. Looking like Each day, the truly starving and indi-
most buildings of the Outer Ward outside, it is exquisitely gent can be found near Arran’s Square,
appointed on the inside, with marble sculptures accented where they receive some small measure of charity (such as
with gold. There are only six tables, each seating no more a meal). The square is considered a place of quiet contem-
than six people, with a warm fireplace on one wall sharing plation and kindness, and by tradition, adolescents—
the heat and flame with the kitchen. particularly those engaged in romantic liaisons—avoid
the area to prevent causing unintentional heartache.
Notable Characters
Layout
The primary chef of the Precious Palate is a reclusive
vata’an woman named Bavaana (use the Commoner, In addition to the large fountain, four polished brass
Chapter 8). Her cooking has brought her much acclaim basins stand at the center of Arran’s Square. Traveling sea-
from the wealthy and nobles of the city, and twice she has folk sometimes stop and sit in these basins, pouring water
turned down exorbitant fees to work for the palace or for from the fountain over themselves in memory of Arran’s
affluent families. travails. Actual bathing is usually frowned upon in the
basins, but sea-folk have been known to fully immerse
Story Seeds themselves on truly hot days.

• Someone has been poisoned by a meal at the Story Seeds


Precious Palate. No toxin can be detected in the food,
and there was only one victim, leading to a large • A strange disease has begun to affect humans
number of suspects. touching the waters from the fountain. The affliction
turns the skin red for a few days, but is otherwise
• An unexpected invitation to dine at the Precious seemingly harmless.
Palate arrives, but with no indication of the sender.
• Reports of strange apparitions appearing at night
O7 have begun to circulate, but only from those
walking alone.

Arran’s Thirst O8
Many centuries ago, a sea-folk traveler named Arran
was stranded outside the city with neither a mount nor
The Wander
companions, having long since run out of water as he
tried to return to Lake Vash. Eventually, within sight of Now located near the center of the Outer Ward, the
the old city’s walls, he collapsed in a small ditch, believing Wander was once considered the outskirts of the city,
he would die of thirst. It was not long before a passing where children were left to wander unattended but still
caravan saw him, and every trader, guard, and trav- close enough that parents could find and account for
eler among them surrounded Arran with stones before them. Now, parents are less apt to allow their children to
emptying their waterskins to create a makeshift pool for mingle with some of the outsiders that walk the streets
him. Other travelers soon followed, and through their care of the ward, but brave adolescents still use it as a proving
and generosity, Arran’s life was saved. ground for exploits as daring as walking alone at night,
The legend of Arran’s Thirst is well known throughout interrupting strange folk, or trying new foods at odd
the entire city, but it is a point of public pride to residents restaurants.
of this neighborhood. No one that lives within sight of the
fountain at Arran’s Square will ever deny a passing trav- Pennyweight’s
eler a drink or shade from the sun.
Secondhand Shop
Arran’s Square Occupying a large corner on the Street of
Seeds just on the edge of Greenstreets,
Public Square Pennyweight’s is the final destination
To commemorate Arran’s legend, a fountain was erected of a good deal of the city’s refuse. Items
in what is now known as Arran’s Square. A statue of a sea- which are discarded, broken (and unfix-
folk man being tended to by members of every other race able), or otherwise ruined are sometimes

112
Pennyweight’s
8

5
9

6 8 7
5
10

4
7

2 1. Service Windows 6. Offices


3
2. Sorting Room 7. Courtyard
3. Western Hall 8. Storage Rooms
1 4. Eastern Hall 9. Cargo Crane
5. Northern Hall 10. Penny’s Personal
(Secure Storage) Chambers

sold for scrap at one of the counter windows along the


southern edge of the building. Metal that can be melted
Layout
down is purchased by weight—hence the name of the The trapezoidal building is marked with five large
establishment—but nearly everything, from rags and windows along the southern edge, where customers can
hunks of wood to old boots or capes, can fetch some sort walk up and offer items for sale or purchase select raw
of price at Pennyweight’s. As long as it shows no visible goods (wooden scraps, short lengths of rope, cuts of wool
signs of rot, decay, or infestation, the shrewd workers too small for a blanket or cloak, and such) on the spot.
here will buy it. Sellers can repurchase sold items before Inside along the western and eastern halls are various
the shop closes for the day; after that, items cannot be rooms for different types of goods, sorted by material and
recovered. use, some awaiting missing parts or more general repair.
Once an item makes it inside, a team of keen-eyed More valuable or interesting items are held in the northern
sorters gets to work, making sure that what is usable hall, which can only be reached through a door on the
makes it to the appropriate place. Penny, the owner, second story of the building, accessed through a stairway
hires only those workers who prove capable of quickly in the central courtyard.
appraising the value of goods and knowing what will
require her personal attention. Any written correspon- Notable Characters
dence is removed from the sorting tables to prevent
gossip. Objects of value that can be repaired and resold The owner of Pennyweight’s goes by the name of Penny (use
are moved to a separate area of the complex for examina- the Elite Merchant, Chapter 8), but this seems to be an inher-
tion by artisans. Almost everything else is broken down ited family name of some sort, as court records show she is at
into its constituent parts: cloth, leather, nails, hinges, or least the fourth woman called Penny to own the shop. She is
whatever other components make it up. a young woman, only just thirty, but her forehead and eyes
By aggregating, processing, and selling what others are marked with the lines of someone who often squints or
might consider trash, Pennyweight’s helps keep the city’s closely examines small objects. She is a brusque, no-nonsense
streets and homes free of rubbish and reuses items that woman who has little time or patience for pleasantries; she
might otherwise simply be discarded. Penny makes a tidy indicates her affection for someone by loosening some
profit purchasing items at low cost and then selling them personal stricture or rule of the shop.
for their maximum value, but can also be a good resource Penny has shown a particular leniency towards adven-
for someone looking for sturdy, usable items that may turers, though whether this is to keep tabs on them for the
have had a previous owner or two. Sovereign or because she has a special liking for them is

113
Chapter 6: The Outer Ward
a matter of some debate. It is true that she will not hold for butchering when the building grows too hot in the
any item secret from the Crown. At least twice, criminal summer months.
plots have been foiled because she was asked to keep Inside, a small shop lets visitors peruse and purchase all
quiet about an item sold to the shop, which she promptly manner of leather goods, dried meats, and animal trophies,
turned over to the Sovereign’s Finest. as well as trade good smoking wood for any of those items.

Story Seeds Notable Characters


• An important item that was supposed to be Zakarm (use the Laborer, Chapter 8) is a huge, red-haired
discreetly carried into the city has gone missing, and man with giant hands and powerful arms. It’s rumored
the courier claims that someone at the inn in which he can tear the limbs from large animals with little effort,
he was staying stole his cloak. A cloak matching the although no one with any sense dares ask him to do it.
courier’s was recently sold to Pennyweight’s, but
everyone claims the case sewn into the lining was Story Seeds
already gone.
• Rumor has it that Zakarm is still fuming over a
• Rumor has it that the shop’s entire reason for being hypothetical request to butcher a rhydan. The
is to locate one specific item of great arcane signifi- requester fled the city before the authorities could be
cance that has been missing for decades. What the summoned.
item is, no one knows for sure.
• A small calf has wandered into Zakarm’s and will not
O9 leave. Zakarm won’t let anyone remove it.

Seltha’s Watch The Nursery


Civic Botanical Nursery
Marking the area where the surrounding countryside’s
plains and hills roll into Aldis, Seltha’s Watch mixes the In the shadow of Seltha’s Watch is the
natural landscape with the edge of the city’s growth. The Nursery, where the city grows small trees
hill that dominates the western quarter of the neighbor- and other flowering plants, allowing
hood is used for picnics and looking out over the city, them to reach maturity under the careful
and has long been accepted as the limit for Aldis’ west- watch of its gardeners before they are
ward expansion. moved to other locations. Unlike the Villa
Taking its name from Aldis’ first queen, Seltha’s Watch Fruta orchard in Cropwick, the Nursery is owned by the city,
represents the commitment of Aldin-folk to the natural and its job is to maintain the trees that are necessary to keep
world and a limit to civilization’s excesses. The hill (which the kingdom’s promise to protect its natural wonders.
shares its name with the neighborhood) allows those that
climb its gentle slopes to look out over the natural beauty to Layout
the west, the great din of the city to the east and south, and
Plants are arranged in the Nursery in rows representing
the fading villages and rising density of trees to the north.
their potential size; currently, the largest and oldest trees
are along the southwest edge of the small farm. Over time,
Zakarm’s the plants are rotated, but the buildings always serve the
Slaughterhouse and Tannery same purposes: the northeastern building grows small,
potted plants that are meant as additions to the gardens of
Part slaughterhouse, part butcher, part new homes; the northern building houses the workshop,
tanner, Zakarm’s is little more than an where mending, splicing, and seed extraction take place;
outbuilding, but it’s where many go to and the southernmost building is where the heavier tools,
have the messy business of turning live wheelbarrows, and other equipment are stored.
cattle into useable goods handled. The
owner, Zakarm, is a jovial sort, even when Notable Characters
engaged in his trade.
The chief tender of the Nursery is a short, spindly man
Layout named Terrin (use the Scholar, Chapter 8). Always
dressed in spare woolen clothes that leave his lower arms
Zakarm’s is a long building that houses both the business free for working on plants or digging in the earth, Terrin
and the owner’s family. Along the northwest wall, there views it as his mission to preserve the natural beauty of
are nearly always skins stretched out for tanning or strip- Aldis, even at the cost of human enjoyment of the more
ping, while the northeast side is where carcasses are hung civilized elements the city has to offer.

114
Chapter 6: The Outer Ward
in half, with one half functioning as a meeting hall while
Story Seeds
the other features a series of displays on the crafting of
• Reports of strange plant maladies rising up across barrels and the marks of barrel quality, meant to educate
the city have alarmed Terrin, who needs someone merchants on why they should hesitate to purchase
to carefully gather samples of the affected plants cheaper, non-guild casks.
without drawing notice.
Notable Characters
• Seeds of the same species planted at the same time
have been growing at vastly different rates, and Terrin Burly and barrel-shaped himself, Blakeney Trew
cannot determine the cause of the discrepancy. (use the Laborer, Chapter 8) was elected leader of the
Coopers’ Guild several seasons ago. He’s ambitious and
O10 passionate about the rights of his guildmates, empha-
sizing every statement with a booming voice and firm-
Barrelsmouth fisted hand gestures. The skills he honed gambling
beyond his means at the Okeahna racetrack were put
to good use negotiating higher rates for several of the
Though the buildings in Barrelsmouth are constructed
guild’s largest long-standing contracts. He is practically
of the pale stone so typical of Aldis, it’s impossible to
a caricature of a leader, but much-beloved among guild
tell at first glance. Many of the structures are covered in
members and their families.
thin, dangling shingles that dance to their own clattering
rhythm in the wind. These are the staves of future barrels,
hung to age outdoors for three years. This guarantees the
Story Seeds
barrels they form will be strong and waterproof without • Residents steal thousands of aging barrel staves
the need to coat them in pitch, which can alter the flavor for protection after a series of mysterious vampire
of anything stored inside. attacks throughout the Outer Ward.
• When a sea-worn barrel of blood-colored wood
The Coopers’ Guild washes ashore, it’s brought to the guild for exami-
Guildhall nation. A mummified human heart is found inside.
• Casks with arcane traps set to detonate when opened
Members of the Coopers’ Guild produce
are found across the city, all of which can be traced
hundreds of quality barrels every day,
back to the Coopers’ Guild.
and it’s a good thing they do—nearly
all goods in Aldis are shipped via cask
and barrel, from grains to nails to the O11
finest wines. Because shaping a barrel is
not a rapid process, numerous shops must work together
to fulfill large orders from shipping merchants. All deals
Tarborough
are brokered at the guildhall, defining exactly how many The reasons for this district’s name become clear upon
barrels each shop is expected to produce and what cut of first sniff—the air is filled with the pervasive scent of pitch
the payment they can expect in return. or, more accurately, bitumen. A number of ancient tar
pits have bubbled to the surface of the countryside here,
Layout some no larger than a footstep and some vast enough to
swallow entire caravans. A great deal of the neighbor-
Wealthy merchants and aristocratic traders have often
hood’s economy is centered around bitumen in one form
remarked on the Coopers’ Guild’s uncreative architec-
or another; it is highly valued as a sealant to waterproof
ture—in any other ward, the building would likely be
roofs, ships, scabbards, and even etchings, but is also sold
shaped like a giant barrel to reflect its purpose. However,
in small “smudge pots” to ward off biting insects.
the plain, rectangular hall is perfectly indicative of the
practical, no-nonsense men and women who frequent it.
Their splinter-roughened hands and attitudes belie their Breal Tar Pit
status as artisans. It takes true skill to make a good barrel, Pitchworks
marrying elements of both woodworking and black-
smithing. This land was once a humble alfalfa farm;
The single-story hall itself is also more impressive on however, its owner often complained
the inside than the outside. The ceiling is supported by the ground never felt sturdy. After a few
a splendid row of brick piers which bloom into ribbed decades of tilling the soil, she discov-
vaults of wood at the top. These piers divide the space ered why: just below the topsoil was a

115
Chapter 6: The Outer Ward
viscous lake of pitch. The remote and odiferous location, Geldstone (use the Laborer, Chapter 8) worked at the
accessible only by a single road, is now a thriving bitumen tar pit for decades, just like his father and grandfather
export business, part mine and part warehouse. No matter before him. He was forced to retire due to a consump-
how much tar is removed, more continues to rise up and tive cough, boils, and persistent headaches—just like
fill the lake, which constantly burps gases from deep his father and grandfather before him. An impeccably
underground. honest man, Geldstone once got into a fistfight over a
bank error in his favor.
Layout
Story Seeds
A roughly circular building—the Breal Tar Works—was
built to encompass the tar pit so it could be mined and • The local economy stumbles and conflict erupts
processed. However, over the years, the bitumen eroded when a sickly former tar pit worker accuses
the surrounding land until the edges of the lake extended bitumen of causing his maladies, and the Breals of
beyond the structure. The building was converted into a conspiring to cover up the dangers.
barge, and now floats atop the pitch rather than relying
• A run on smudge pots occurs after swarms of
on an ever-sinking foundation beneath it. Rope bridges
locusts devour local crops. However, some of the
connect the factory-barge to the mainland at a number of
pots seem to be attracting the insects instead of
points around its perimeter. These bridges also anchor the
repelling them.
barge in place, preventing it from smashing into land in
high winds. • When a Broken Circle resurrection experiment goes
wrong, walking corpses sealed in pitch-covered
Notable Characters wrappings stagger back to the tar pit and attack its
workers.
The current matriarch of the Breal family, and the current
• Ancient skeletons of bone-chillingly strange crea-
owner of the tar pit, Zhou Breal (use the Merchant,
tures come to life, crawling out of the tar pit and
Chapter 8) is a deceptively frail-looking woman with a
rampaging across the landscape.
cunning mind and a cutthroat attitude. She adores lace,
frills, and pastel colors, but has never been cowed by a • A body bubbles up from the depths of the tar pit,
difficult decision or a calculating competitor. the fashion of its pitch-soaked clothing preserved
enough to prove the recency of it’s
demise. The multiple stab wounds to
1. Breal Tar Pit 1 the chest indicate that, whoever they
2. The Hideshead
Tavern
are, they were murdered.
3. Wraithwood Floral

O12
4. Miss Clover’s
Boardinghouse
5. Vovubros &
Daughters Dry
Goods Shipping and
Storage
6. Kamleth Chandlery
3 Tangle
7. Villa Fruta 2
Orchards
8. The Salty Siren On royal maps of the city, this tri-
4 tipped district’s name is always
spelled out fully as Tannery Angle.
However, this is universally short-
5 ened to Tangle in everyday speech
across Aldis, even among wealthy
6
citizens who’ve never heard an Outer
Ward accent in their lives.
As its full name suggests, Tangle is
home to a number of tanneries and an
even greater number of noxious odors.
7
Few residents own their own homes
8 here: Tangle is treated only as a stop-
ping-place on life’s journey and not a
Lower Ward permanent home.
Rent and rum can both be found
cheaply here, and the neighbor-
South Outer Ward hoods’ taverns are popular even with
outsiders.

116
Chapter 6: The Outer Ward
• The Hideshead is set on fire by an angry patron who
The Hideshead Tavern claims Rom Sonsak has been blackmailing her with
Tavern bedside secrets.
• The Hideshead and all its guests are held hostage by
The Hideshead is mostly popular among
a young sorcerer desperate for help.
tannery workers and hapless travelers
who can’t afford anything better. It’s
a rowdy place where the only music O13
offered is the loud and drunken argu-
ments of patrons, which not-uncom- Four Corners
monly devolve into brief fisticuffs. The barmen and
barmaids are likely to spit in the drinks of anyone they Four Corners is the rare district whose borders form an
dislike; they’ve done even worse, once or twice. almost perfect square. It’s one of the nicest areas in the
Outer Ward, housing numerous thriving outdoor markets
Layout and flower stalls. This is by design: city planners hoped
the fresh scents of Four Corners would help barricade the
The Hideshead opened in a former tannery building. Kegs
rest of the city against Tangle’s unique odors. The neigh-
are now stored in the old tanning pits under the floor-
borhood’s markets offer some of the best booth rental
boards, and the second- and third-story drying spaces
fees in the entire city. All merchants chip in to maintain
were divided into individual guestrooms with flimsy
the colorful flags and banners fluttering over every street:
partitions. None of the rooms are a consistent size.
all are treated with special perfumes and incense before
The bar running the length of the main tavern room
they’re hung to help keep the aroma of Tangle at bay.
is constructed out of old drying and scraping racks, and
the stools and chairs are cushioned with the last leathers
pulled out of the tannin baths. The taxidermized head Wraithwood Floral
of a flea-bitten stag oversees the tavern from behind the Florist
bar; the only other décor is the graffiti scrawled on and
carved into the walls by patrons over the years. Wraithwood Floral sells what it advertises
as “fey-touched” flowers. Some look
Notable Characters like ghostly, semi-transparent versions
of ordinary plants and flowers (mist-
The tavern’s long-time cook, Sae-June Willow (use the flowers); some look like perfectly ordi-
Commoner, Chapter 8), specializes in cooking with offal, nary flowers, except they never wilt, even
often frying small pieces in buttery cornmeal batter, and when cut (everblooms); and some are simply miniatur-
utterly refuses to utilize vegetables as anything more ized trees planted in pots, no more than a few spans tall.
than a garnish. She keeps her offerings fattening and Everything is quite expensive, but the beauty of each plant
greasy, believing the men and women she serves work is utterly unmatched in all Aldis. Other vendors have
too hard in too lousy conditions for anything less. Her tried to grow mistflowers and everblooms commercially,
tongue is as sharp as her knives, and her wit is as dark but the breeding and planting conditions are a closely-
as her eyes. guarded secret no one has been able to replicate.
While not an official employee, Rom Sonsak (use the
Commoner, Chapter 8) nevertheless earns his living at Layout
the Hideshead, working nearly every evening as the
tavern’s most consistent sex worker. He sometimes helps Wraithwood is easily distinguished from its neighbors
out behind the bar, hefting kegs to show off his brawny by its square tent—instead of being a single, bright color,
figure, or participates in high-stakes arm wrestling or even striped, the canvas is tie-dyed in swirling shades
contests. However, his true talents are on display only of green and blue. The tent supports are living vines and
in the tavern’s private, upstairs rooms. A bit of a grass- saplings, awash in colorful blooms.
hopper, he’s never really planned for the winter of his Inside, in addition to displaying flowers and miniature
life when his muscles wither and his chestnut hair dulls. potted trees for sale, several shelves hold nothing but
In the back of his mind, he assumes he’ll find a wealthy interesting stones, well-polished shells, and tiny lacquer
lover to keep him; he’s never considered how unlikely he figurines of winged humans and animals.
is to meet this diamond in the rough of Tangle.
Notable Characters
Story Seeds
Adroi Leaning-Thorn (see Chapter 8) owns and operates
• Sae-June Willow swears she’s trapped an abomina- the Wraithwood Floral market stall, as well as Wraith-
tion in one of the old tanning pits. wood Floral Farm in Tarborough. She hates the busi-

117
Chapter 6: The Outer Ward
ness aspects of running both concerns and pays several The parlor was converted into a guest suite years ago;
accountants to handle her finances. Her free-spirited life- however, due to a series of accidents, it is considered
style extends even to her wardrobe choices—she wears unlucky and is rarely rented. Somewhat unusually, the
only gauzy, flowing gowns and says any other clothing is home has only a small basement, located directly below
too constrictive. If it were more socially acceptable, she’d the kitchen and used as a root cellar.
likely go about “as naked as a rhydan.”
Notable Characters
Story Seeds
Edward Rajmund (use the Noble, Chapter 8) owns and
• Adroi Leaning-Thorn begins selling bouquets of a runs the inn. He tends to keep to himself, but seems kindly
curious, singing flower. However, those who purchase and jovial to all he interacts with; he also seems to take a
the blooms say the singing quickly turns to weeping. shy delight when asked if he himself is “Miss Clover.” He
refuses to say where he’s from, other than “a bad place.”
• A rhy-rat accuses Leaning-Thorn of being associated
Some suspect he may be a Roamer from the Shadowlands,
with the Broken Circle and claims her ever-blooming
while others argue he’s a refugee from Kern. The way
flowers are part of an eternal life experiment.
he flinches at raised voices has led some to believe he’s
• A young noble accuses a jealous ex-lover of ruining simply the product of an abusive home. He dotes on his
his wedding by poisoning all his Wraithwood seven cats like children, feeding them the choicest morsels
flowers and making his guests sick. even if it means he must go hungry. Very occasionally,
• A fey noble asks for help freeing the ghosts of his he’s been known to explode in anger; most recently, this
lovers from Wraithwood Floral Farm, where he occurred when a guest accidentally shattered the sugar
claims Adroi Leaning-Thorn is holding them captive bowl from his mother’s porcelain set.
and using their essence to grow her flowers. Blythe Nell (use the Noble, Chapter 8) is a struggling
writer working on her first novel. She moved into the
boardinghouse because the price was right, and because
Miss Clover’s she wanted to experience a slice of authentic Outer Ward
Boardinghouse life. She often feels uncomfortable alone in her room, but
believes it’s because this is her first time living on her own.
Boardinghouse She’s taken a job with a fruit vendor at a nearby market,
and spends her evenings at the writing desk in the board-
The boardinghouse was once a modest inghouse sitting room.
manor house on Four Corners’ main
boulevard. After its previous owner Story Seeds
passed away, Edward Rajmund bought
it and began renting out the rooms. • A young man claims his sister, a guest at the board-
Believing the prior owner to have had inghouse, has vanished mysteriously. And she’s not
excellent taste, he kept most of her belongings and added the first…
antiques as fancy struck him. The décor lends the board-
• When the floor is replaced in the unlucky Parlor
inghouse the aged warmth of a favorite grandmother’s
Suite after yet another accident, a strange, tomblike
house; the effect is only enhanced by the cookies and
structure is discovered beneath it.
pastries Rajmund seems to be perpetually cooking in
the kitchen. He named it “Miss Clover’s” in honor of a • A young adept claims she can sense someone
favorite aunt—and to make it sound like a safe place for watching her whenever she’s alone in her room.
young women new to the city.
O14
Layout
Built of slate brick, the home boasts an asymmetrical shape Dogpatch
set off by carved stone trim painted white and burgundy.
Parts of the three-story house feature a steeply angled Rumors say this heavily residential neighborhood got
roof that creates generous attic spaces, with their lack of its name because it has always been home to a number
large windows the only thing preventing them from being of butcher shops, making it of great interest to roaming
considered a full fourth floor. packs of feral dogs. However, while Dogpatch does boast
The first floor contains a parlor, a sitting room, a study, several excellent butcheries, it does not possess any more
a dining room, and a kitchen. The second and third floors of them than any other district. Rather, when the area was
host only guestrooms and washrooms, as well as several first settled, it was covered in shaggy stands of dogfennel.
secret passages used to spy on residents from behind false To this day, dogfennel tends to proliferate along the roads
walls and closets. of Dogpatch, much to the consternation of local residents,

118
Vovubros & Daughters
3 3

1
4

1. Main Storage Area


2. Hoist
3. Falcat Nests
4. Office Area
5. Loading Dock

2
3 3

who complain the leaves have an unpleasant scent when


crushed underfoot. Unfortunately, every effort to eradi- Layout
cate the plant in favor of more aesthetic cultivars has
A simple rectangular structure with exposed beams
failed—dogfennel is as tenacious a survivor as many other
supporting the roof, the Vovubros & Daughters warehouse
Outer Ward residents.
stands near the Shankle’s northern border. A shas crystal-
O15 powered hoist at the southern end helps transfer heavy
pallets of goods to and from towering storage shelves.
Marion has constructed four falcat nests in the building’s
The Shankle rafters, one in each corner. The boxes each house up to
three falcats who’ve received special training for hunting
Unlike Dogpatch, the Shankle district does have a connec- pests. Marion calls them her “catbirds” and often laments
tion to butchering: it’s shaped like the cut of beef above not being an adept, and thus being unable to bond with
a steer’s ankle, called the “shankle” by some butchers. one as a familiar.
While there are a few apartment buildings and shops
here, the neighborhood is mainly home to warehouses. It Notable Characters
adjoins a major port on the Rose River and is used to store
and distribute a wide variety of goods on their way in or Belinda Vovubros (see Chapter 8) and her wife, Marion
out of the city. (use the Noble, Chapter 8), own and operate Vovubros &
Daughters. Belinda is a loud, outspoken woman with a
Vovubros & Daughters raucous laugh and a dirty sense of humor honed among
dockworkers. She can perform even the toughest math-
Dry Goods Shipping ematical calculations in her head.
While Belinda handles the business’ books, Marion,
and Storage a vata’an, handles its clients. Not everyone appreciates
Warehouse Belinda’s crude sailor jokes, and Marion smooths any
ruffled feathers. Her excessively doe-like eyes and musical
Belinda and Marion Vovubros purchased voice can charm even the hardest heart, convincing any
this warehouse when they decided to client to sign on the bottom line—whether the numbers
settle down and adopt children. The are in their best interest or not.
investment was a good one and has Belinda and Marion’s oldest daughter, Amel Vovubros
provided the family with a stable life. (use the Guard, Chapter 8), is expected to take over the busi-

119
Chapter 6: The Outer Ward
ness someday, but can’t think of anything less interesting to sense of smell, either inherited from his forebears or
do with her life. She’s desperately hoping a striking sailor numbed from decades of working with molten tallow. He
will sweep her away to a life of adventure on the high seas. is an intensely practical man, speaking in short, clipped
Meanwhile, her sister, Deave (use the Merchant, Chapter sentences and never wasting a breath. His only indulgence
8), is desperate for more attention and incredibly eager to occurs once a month, when he treats himself to a perfor-
please. She wants nothing more than to inherit the family mance at the Landsea Amphitheater (see the Elmbury
business, but being almost ten years younger than her section in the Chapter 4).
sister, has never been seriously considered. Meihlo Dewbrand (use the Commoner, Chapter 8)
always dreamed of being a marble sculptor, but her parents
Story Seeds were unable to afford the special schooling required. She
turned to chandlery so she could practice her carving
• A hungry mob converges on Vovubros & Daughters skills using wax. She’s made several plaster casts of her
after a poor harvest causes a grain shortage. work to make molded candles with, but Kamleth is skep-
• Neighbors complain of screaming emanating from tical anyone wants to pay a premium for fancy, molded
the warehouse every night. Upon investigation, candles over cheap and practical tapers.
they find a starving young vampire sealed in a
barrel of grain. Story Seeds
• A giant mushroom sprouts overnight from a sack • Hui Kamleth finds a severed head coated in wax at
of flour at the center of the warehouse. Its mycelia the bottom of a vat.
squeeze between the floorboards and take root in the
ground below the building. • Meihlo Dewbrand is possessed by the irresistible
urge to carve candles into the shapes of people. A
sailor claims the wax people resemble a group of
Kamleth Chandlery dockworkers who died in a fire.

Chandlery • Candles produced at the Kamleth Chandlery begin


summoning tiny flame sprites when burned.
The chandlery primarily produces dipped
tallow candles, which can be made O16
cheaply and easily and sold to the widest
range of customers. Though glow globes
have supplanted the need for candles in
Cropwick
many households, they are much more
expensive than a simple wax taper; many Aldins, espe- Cropwick was named for its heavily agrarian nature. Most
cially in the Lower and Outer Wards, simply can’t afford of its structures are small, single-family homes or barns.
to have one for every room in their home. Additionally, The few multi-family dwellings around the borders of the
some people claim to prefer a candle’s natural, flickering district primarily house seasonal workers, who visit Aldis
warmth over the cool, steady illumination offered by the during harvest time to work and do their yearly trading
glowing shas-powered globes. before returning to their more remote wilderness homes.

Layout Villa Fruta Orchards


The chandlery is located on the southern border of the Orchard
Shankle, where crisp air blowing in from the Rose River
Villa Fruta started as a single, small fruit
helps the candles cure quickly. The building itself is a
square one, with a courtyard in the middle where tallow is orchard near the center of Cropwick. It
rendered. The interior of the building houses large vats of grew famous after a Roamer fruit-picker
wax for dipping candles. Some of the vats have special dyes invented marmalade on the property
added to produce colored candles, while others have essen- (in the Roamer tongue, marma means
tial oils added so the tallow burns with a more pleasant orange and ladeh means honey) and sold the
scent. Thousands of candles hang from the rafters to cure, recipe to the farm. Villa Fruta originally touted the orange
dangling over the vats like rainbow-hued stalactites. preserves as a cure for seasickness, but it quickly became
popular as a topping for biscuits, a filling for tarts, and
Notable Characters even a glaze on meats. Villa Fruta expanded its operation
to make preserves from other fruits as well, selling them
Hui Kamleth (use the Merchant, Chapter 8) owns and in small ceramic pots with wax-sealed lids. The Villa Fruta
operates the chandlery. Candle making is a skill passed farm purchased a number of adjacent properties, eventu-
down in his family for generations. He has a terrible ally growing to encompass all of central Cropwick.

120
Chapter 6: The Outer Ward
Layout The Salty Siren
Villa Fruta is comprised of eight buildings and six Tavern
orchards. One home belongs to Graindren Cang, the owner
of the farm; this house includes a storm cellar containing The only food for sale here is the grain in
the foundations of several ancient buildings. Three other the grog. There’s no sophistication to be
buildings are apartments for workers. A barn stores equip- found at the Salty Siren, but no preten-
ment and horses, and the rest of the buildings are devoted sions, either. It’s an honest place where
to the making of preserves. The orchards include trees rowdy workers and fisherman mingle
growing oranges, peaches, plums, apricots, and cherries. and wail sea chanties. The atmosphere is
The borders of each are marked off with rows of apiaries. typically convivial, with brawls a rare occurrence. The
men and women who frequent such establishments know
Notable Characters well what kindred spirits they are.

Age may have slightly hobbled Graindren Cang (use the Layout
Laborer, Chapter 8), but the spritely old night person still
manages to take daily walks around the perimeter of his The Salty Siren is no more than a long, narrow shack
prize orange orchard. His parents were Kernish miners cobbled together from driftwood, the upside-down hull of
who fled to Aldis when his mother was pregnant, then a ship, and sheets from a tin roof. A ship’s wheel dangles
worked as indentured servants until they earned enough to from the ceiling, turned into a lamp with candle-mounts
buy a small orchard. Thanks to their hard work, the orchard glued to the spokes with wax. The bar, supported by
eventually became Villa Fruta. The farm’s preserves have several rusty anchors, stands just below it. The rest of
found more success than Cang ever dared to dream but, the space is crowded with mismatched chairs and tables,
somehow, he still can’t quite afford to retire. He’s tired, but more than a few of the makeshift variety.
he tries not to think about it too much, focusing instead Above the main room, what was once the cargo hold has
on doing his best and taking things one day at a time. been subdivided into several private rooms, all renting by
Little does he know, his bookkeeper, Rem Sterngrove (see the hour instead of by the night. These rooms are acces-
Chapter 8), has been embezzling money from Villa Fruta sible only by a rope ladder, perilous even for sober patrons
for years, laundering it through various other businesses. and hilariously challenging for everyone else.

Story Seeds Notable Characters


• A corrupted band of rhy-rats wreak havoc on the Anyone who dares call Coral Coventina (see Chapter
crops and orchards, despoiling what they can’t 8) a prostitute is promptly thrown out of the tavern and
devour outright. banned for life. Or at least for the night. She has, instead,
branded herself a “night nymph,” which she feels is more
• The neighborhood’s children refuse to leave their reflective of her elegance, mystery, and sea-folk wiles.
homes, swearing they’ve seen Villa Fruta scare- She claims a history of daring affairs with pirates, narrow
crows come to life at night and threaten them at escapes from the law, and adventures involving buried
their windows. treasure.
• When diseased orange trees are uprooted to be
burned, an arcane relic is dug up in the orchard. The Story Seeds
cursed artifact seems to be Roamer in origin.
• Fishermen dredge up an old sarcophagus inlaid with
• A stone wall in the storm cellar crumbles away, gold and precious gems and bring it to the Salty
revealing a tunnel that looks like an ancient, under- Siren to show off.
ground street.
• A sailor stumbles into the tavern, soaking wet, to
claim a monstrous serpent destroyed his boat just off
O17 the southern tip of Cropwick.

Blueburg • A group of sea-folk activists blockade the tavern’s


entrance, protesting the stereotypical depiction of
sultry sea-folk in its logo.
The particularly beautiful azure depths of this part of the
Rose River give Blueburg its name. The river-facing district • Coral Coventina purchases an arcane relic which
features a long, rickety boardwalk. Most of the buildings transforms her voice into an angelic, operatic soprano.
along the boardwalk are fisheries, with a healthy number However, as her body begins to wither, she realizes
of warehouses and taverns thrown in for good measure. the cost may be higher than the relic’s price in gold.

121
he lands within a day’s ride of the city of Aldis of Athne, the abbey is a place of quiet asceticism, where

T are lush, green plains and gently rolling hills, well


suited for farming and easy travel. There are roads
northward towards Latik and Trident Bay, southwest
adherents come to deprive themselves of physical plea-
sures that they might better understand Athne’s other
glories. Only by experiencing a lack, they argue, may they
toward Garnet and Shariven, and beyond to Elsport. All truly appreciate the pleasures the deity embodies.
the eastern paths from the city are naturally dominated by
Lake Vash or the Rose River. History of the Abbey
Thirty-three years ago, on the 3rd of Atholon, four ascetics
The North Hills faithful to Athne began erecting the Abbey of Contempla-
tion. Designed as a respite from the material world, their
North of the city, the grasslands make good pastures for goal was to shut out wealth, excess, and pleasure in order to
sheep and cattle, and various farms of every size provide better appreciate what Athne provides. Over the years, they
plentiful food for trade with urban Aldins and the shops, slowly gained additional adherents, expanding the abbey
restaurants, and merchants that serve them. Although the to make room for the forty monks that inhabit the complex.
thicker woodlands are farther north, there is wood aplenty Eight years ago, they were visited by a tall, slender
for building and cooking. The people in and around the man calling himself “the Eremite,” who impressed the
city strive to be good stewards of the land, never taking adherents with his knowledge, wisdom, and foresight. He
more than the landscape can spare. taught his fellows of the benefits of isolation and depriva-
tion. It was a short time before the Eremite was the recog-
Location 3 nized leader of the Abbey of Contemplation. Rigorous
requirements for permanent residency at the abbey were
Abbey of Contemplation instituted, and the monks granted him the title of “Abbot,”
the only title which he goes by now.
Ascetics Monastery
Layout
Northwest of Aldis, atop a flat, sparsely-wooded hill, is
a quiet retreat known as the Abbey of Contemplation. The abbey is made up of four buildings arranged in
Founded and populated by a small sect of worshipers a square, with open points to the north, east, south,

122
1. Aemple 6
2. Dorwine
3. Abbey of
Contemplation
4. Halls of Excellence
Lands Beyond Aldis
5. House of the Azure 5
6. The Leaden Trees
7. Frostford Marsh
8. The Circle 3
9. Kram’s House
10. Last Bend 4
11. The Herdlands
12. Baraega’s Arch
13. Nedal
14. Nala’s Rest 8
15. Erastin
16. Cubisa
17. Eniona

2 17

16

9 10

15
7

14
11

12
13

and west. Each building is virtually identical from the


outside: a long rectangle with gently sloping eaves and
Notable Characters
four windows facing out onto the central courtyard. The The Abbot is a tall, slim man with a seemingly ageless
buildings each have a specific purpose, with the north- face. His eyes are a piercing blue, and he wears his black
west building serving as sleeping quarters, the northeast beard closely and neatly cropped. According to some, the
as kitchens and dining hall, the southeast as a crafting Abbot is a simple sage (use the Elite Scholar, Chapter 8),
area, and the southwest as a quiet room. but others suggest that he may be a powerful adept that
dabbles in sorcery (use the Epic Adept [Sorcerer or Seer],
Daily Operations Chapter 12 of the Blue Rose core rulebook).
The monks spend their days meditating, debating and
discussing the benefits and philosophy of moderation
Story Seeds
and temperance, carving wooden items they trade for • The monks of the abbey have determined that
coin and goods, and cooking simple, flavorless fare. They enforced moderation is the best way for some of
happily receive guests, but generally ignore them except their visitors to learn. A robbery might help one
for what offers of meals and lodging they can provide. guest understand the excesses of wealth; smaller
Guests are asked to help with cleaning or cooking, but portions of food might teach another the dangers of
payment is sometimes accepted in the form of coin gluttony.
instead.
Those that display interest (however slight) in the • There are whispers that the Abbey of Contempla-
monks’ philosophies are tested by simple denials: minor tion imposes its moderation in order to create want,
thefts, smaller portions of food, or other inconveniences. and that the desire to make up for any lack (real or
Those that show perseverance in the face of these slight perceived) drives the monks and their guests to acts
travails may be invited to stay. of extreme depravity.

123
Chapter 7: Lands Around Aldis
The Iron Arrow
Rumors persist of a lone wanderer near the city of Aldis, who often comes to the aid of those who are beset by bandits or
wandering beasts. This individual travels hooded and by foot, speaking to no one, but is credited with saving the lives of the
lost, abandoned, or otherwise endangered.
No one is sure who the Iron Arrow is, or what this person’s purpose might be. Named for the iron-tipped arrows that are
common to each encounter, reports are otherwise extremely different: one bystander claims that she was saved by a tall man
with flowing black hair, while another is convinced that his savior was a woman, with close-shorn red hair. The Iron Arrow is
variably clad in brown, green, or black, and described with all manner of builds, but never remains behind long enough for
authorities to form an official description or to thank them for their assistance. All that the Iron Arrow leaves behind is any
spent arrows.
Reports of the Iron Arrow are most common near Cusiba and the Leaden Trees, but there are claims they have been spotted
as far east as Baraega’s Arch.
The location, abilities, and true nature of the Iron Arrow are left to the Narrator to decide. Whether this figure is just a myth,
a crusader for folk who cannot defend themselves, or on some quest for vengeance should be decided by what is most inter-
esting for the series.

• The Abbot has been accused of revering not Athne, Anyone trying to pry into the thoughts of another likely
but Mytaxx and Yungo, driving the monks to acts of has some worse transgression of their own to hide (be it
horrific evil by depriving them of simple pleasures. past or future), and they would rather such folk be far
away from them.
Location 1
History of Aemple
Aemple No one knows with any degree of certainty how old
Aemple is, but people have been gathering at this inter-
Farming Hamlet section of two disjointed valleys and a minor road for at
Only a few hours’ ride out of the city, the small farming least two centuries. An inn, the Red Shield, grew up on
hamlet of Aemple serves as a waystop for many travelers the spot of those meetings, and eventually outbuildings
that have wandered off the main roads on their way to or were added, along with a stable, a farrier, and a few small
from Aldis, or those who have intentionally avoided the shops. Natives of the area were never interested in the
roads in the first place. Residents long ago learned that the hamlet growing any larger, so they instead began bringing
location of their hamlet is a prime spot for travelers, and sacks or wagons of goods with them to trade with their
almost everyone has a ready supply of goods that travel neighbors or with travelers.
easily or are aid to wanderers—hardtack, cheeses, dried
meats, sturdy waterskins, and other items such as coils of Layout
rope, spare boots, or warm cloaks.
Aemple itself is only a dozen buildings, the largest of
As a rule, the people of Aemple keep to their own
which is the Red Shield. Opposite the road are the stables,
affairs; they have little interest in the business of others
farrier, and the leathers shop that sells tack, saddles, boots,
and even less in gossip or sharing secrets. They ask no
and the like. The remaining buildings are quite small, built
questions of travelers, and use their ignorance as a shield
to serve as both temporary houses and as shops for trav-
when, inevitably, other folk appear asking about someone
eling farmers from the immediate area to sell food, wool,
who recently passed through the area. Aemplens believe
and other items to one another. In any given week, as
that everyone is entitled to their privacy, and while they
many as half these “homes” are empty, waiting for their
will answer truthfully when posed with a question to
next resident to stumble in and lay claim for a few days.
which they have an answer, they would much rather not
be bothered.
Notable Characters
Other than normal rules of courtesy and decency, the
people of Aemple have only one custom they enforce on Crydo (use the Merchant, Chapter 8) is a small, stooped,
outsiders: any attempt to psychically influence or investi- doddering woman in her late fifties who runs the Red
gate anyone within the town, be they a guest or a resident, Shield as though she were the ruler of Aemple—and she’s
is met with immediate and open scorn when discovered. not entirely wrong. Most people look to her for guidance,
Transgressors are fortunate if they are merely chased out especially when outsiders are after information. Crydo’s
of the hamlet and back onto the road. wife, Jiocli (use the Laborer, Chapter 8) is more than two
If compelled to discuss this outlook, Aemplens claim decades younger and is also the local farrier, working
they are particularly protective of the sanctity of the mind. horseshoes and other small bits of metalwork for those

124
Chapter 7: Lands Around Aldis
that need it. Their son, Blay (use the Child, Chapter 8), join, they create their own lodgings, and dismantle them
tends the stables. when they choose to leave or are dismissed. A firepit at the
center of the ring provides heat, light, and a place to cook.
Story Seeds
Daily Operations
• A traveler has been spreading rumors that the reason
folk in Aemple are so tight-lipped is due to an One day in the Circle is much like any other, with dancing,
enchantment laid on them, keeping secret an artifact song, teaching, and practice of the arcane arts. At least one
of great power or importance hidden somewhere member of the Circle is always dancing at the heart of the
near the town. gathering, just a step or two from the fire. Another dancer
watches and tends the fire, to make sure that it remains
• A small band of criminals is taking advantage of
lit and that the dancer does not become so entranced that
Aemple’s secrecy to hide from the Sovereign’s Finest
they fall into the flames. Other dancers may be teaching,
that are chasing them.
learning, cooking, gathering food or fuel for the fire, or
quietly contemplating the Eternal Dance.
Location 8
Dancers of the Circle
The Circle The spirit dancers of the Circle are a secretive lot, and with
Spirit Dancers Retreat good reason: the wilds of Aldis always contain the risk
of taint by Shadow, and they are terrified of unleashing
Northwest of the city of Aldis, just when the Leaden Trees potential shadow dancers into the kingdom. While the
begin to come into view, is the small settlement of spirit Circle would prefer that aspirants arrive with some knowl-
dancers known only as “the Circle.” Quiet and reserved, edge of their arts already in place, they are willing to train
they seek little knowledge of the outside world, preferring anyone, though any dancers who fail to show the requi-
to exist in quiet contemplation. Trusting other sects and the site skill or flexibility are politely asked to leave. Anyone
Academy of the Dance (Chapter 3) in Aldis to continue caught showing the slightest hint of sorcery or intentional
the important mission that spirit dancers perform for their pursuit of the secrets of Shadow is slain.
neighbors, the dancers of the Circle are content to keep to The dancers are currently led by Eytelia, a lithe woman
themselves and explore the mysteries of creation that their of Lar’tyan stock (use the Heroic Adept, Chapter 12 of the
arts allow. Blue Rose core rulebook, with the Spirit Dancer talent), but
Visitors to the Circle are met coolly, unless they demon- she is currently growing restless for exploration, and the
strate some genuine need (for food, water, rest, or healing) Circle may soon be seeking new leadership.
or are clearly on a mission to root out evil within the
kingdom. The Circle otherwise tries to remain distant, Story Seeds
hoping they will not draw such attention to themselves
as to require greater isolation than they already maintain. • The Circle believes that the Abbey of Contemplation
is employing secrets of the sacred dance to embark
History of the Circle on mysteries that its monks neither understand nor
can control, and they are contemplating a strike
The Circle was founded by Medvice in 242 BR, and has against the abbey.
experienced periods of growth and quiescence every
• A young night person aspirant has been attempting
generation or so. In 260 BR, they located and destroyed
for weeks to join the Circle, but a decision is still
a small group of shadow dancers who they discovered delayed, as one of the members believes the would-
were planning to infiltrate the Academy. This led to a be dancer is irrevocably tainted by Shadow.
surge in potential members, after which the Circle moved
its location in order to determine whether public opera- • A former dancer of the Circle has betrayed their
tion was in its best interest. Its members decided against purpose and location, and the dancers need help to
advertising their presence, though every few years there defend themselves.
are suspicious increases in the number of wanderers stum-
bling upon them. Location 16
Layout Cusiba
The Circle is a gathering of small, handmade cottages Town
arranged in a ring, each holding one or two inhabitants.
The number of dwellings varies depending on how many A day and a half’s ride west of the city, the shining town
dancers currently reside in the Circle; as new dancers of Cusiba is typical of many others in the central valleys

125
Chapter 7: Lands Around Aldis
of Aldis: clean and bright buildings of white marble family and the mother of the resident noble. She is well
arranged in an orderly pattern along paved roads, where aware that her actions reflect on the Crown’s opinion of
the town’s residents work on their various trades and her son, and so she treads lightly, applying her touch only
businesses while providing support for the many nearby when truly necessary.
farmers that come into town to trade and socialize. The
primary crop of the area surrounding Cusiba is grain Story Seeds
(particularly wheat), and trade is brisk, with low prices
and many sellers. Much of the grain that is grown here • A traveling merchant promises some of the local
finds its way east to the city. farmers he has a substance that will vastly improve
their crop yields, and is looking for interested fami-
History of Cusiba lies to take him up on his offer to share its secret.
• Whispers have begun to circulate that the coin the
Cusiba is a fairly young town, less than a century old,
Nikanurs used to fund the initial construction of
having grown up after local farmers realized they needed
Cusiba was somehow ill-gotten, and worse, that the
a more sheltered place to perform trade exchanges.
rightful owners wish to reclaim their fortunes.
Three years of rough storms immediately following
good harvests nearly destroyed the profits for several
farms, and the wealthiest of the families in the area, the
Location 2
Nikanurs, decided to fund the building of a town along
a primary westward road rather than simply replanting. Dorwine
Within a year, the first great storehouses had been
constructed, and many families’ fortunes were saved by Town
the foresight of the Nikanur family.
Nestled in a long, shallow valley to the west of Aldis,
Over the following decades, the Nikanurs have always
Dorwine is home to some of the most productive grape
been considered the informal leaders of Cusiba, even in
farms in the kingdom, and its crops generate much of the
the face of the authority of Crown-appointed nobles. The
choicest wine enjoyed by the Aldin elite. Near the eastern
family has always deferred in the face of directly-exer-
edge of the valley, a small town has grown up to support
cised noble authority, while nevertheless quietly guiding
local commerce, creating a gathering place for locals to
the growth and expansion of Cusiba to ensure that resi-
meet, trade, gossip, enjoy company, and share growing
dents and travelers can obtain what they need as long as
secrets.
it also benefits the town as a whole.
Dorwine is the name of both the town and the larger
community surrounding it,. The Dorwine Valley is home
Layout
to ten large vineyards growing primarily grapes, as well
Cusiba is composed of dozens of buildings of white as a handful of smaller farms growing beans, peas, and
marble, centered on the main road. Occasional spurs out berries, for both local consumption and sale to nearby
from the heart of town lead to stables, a few small inns, communities. The town is used as a center to arrange
and even a restaurant and tavern for travelers to enjoy such commerce, as well as storage to help consolidate
before setting back out on the road. sales. There is little competition in Dorwine for trade,
and farmers often work together to fulfill an order or
Notable Characters set prices for sale to outsiders. This lack of competition
stops, however, on Athne’s feast day, when the commu-
The most famous resident of Cusiba is the scion of nity gathers to determine which of the season’s newly
the Nikanur family, Eamol Nikanur (use the Noble, opened barrels of wine is most worthy of praise. This day
Chapter 8), who recently completed the tests to become is considered a festival of the senses, and residents indulge
an Aldin noble. He has worked his entire adult life for in both drink and companionship.
the improvement of his family’s beloved town, even
defying his parents by investing much of his personal Layout
wealth in the building and expansion of a large garden
for the area’s children to play in. Although quite attrac- The town of Dorwine is small and tightly packed,
tive, Eamol is clearly uncomfortable with flirtation and consisting of only sixteen buildings, including a small inn
does not seem interested in men or women, much to the called the Oak Goblet and two large storehouses that are
disappointment of his family, who wish to see him soon used to gather barrels of wine or crates of fruit for sale
married. outside the town. The Oak Goblet serves as the semi-offi-
Eamol’s duties mean that he often travels to some of the cial meeting place for the town leaders, who try and solve
other settlements under his purview as a noble, leaving matters locally as much as possible. No one really wants
his mother, Ora (use the Merchant, Chapter 8), unchecked to involve traveling nobles in local affairs. Not that they
to wield her influence both as the leader of the Nikanur don’t trust them—they just tend to consider them more as

126
1. The Oak Goblet
2. Storehouses
3. Well
Dorwine
2

bumbling meddlers than worthy servants of the kingdom,


Location 17
at least where grapes and wine are concerned.

Notable Characters Eniona


The owner of the Goblet, Siloc Baru (use the Commoner, Sea-folk Village
Chapter 8) is a brightly-smiling, shamelessly flirta-
Along the shores of Lake Vash, northeast of the city,
tious man of some eighty summers. Siloc takes partic-
lies what appears at first to be a simple fishing village.
ular interest in travelers and welcomes adventurers of
In truth, the few sparse buildings above the water are
all stripes with great delight, constantly bending their
the surface portion of the town of Eniona, a settlement
ears with questions. Despite his flirtatious nature, any
of sea-folk that has grown largely below the water. The
advances—playful or serious—are immediately ceased
town is a place primarily of and for sea-folk, especially
(and rebuffed) the moment a guest at the Goblet begins
those who want to remain reasonably close to human
to partake of any wines or spirits. Although he is flattered
relatives while preferring more space and isolation than
by the suggestion that a much younger person might be
the city provides.
interested in him, he does not believe in (or encourage)
Enionans work hard to teach their human neighbors
attraction that grows out of drunkenness, or boldness
not to over-fish the lake, as well as the best ways to swim,
that arises out of strong drink.
fish, and enjoy their aquatic surroundings efficiently and
responsibly. Small boats that wreck or capsize near the
Story Seeds town know they can expect aid, both in surviving their
• Grapes have been coming off their vines early, and crises and recovering any valuables that may be lost
the normally sweet juice they provide seems already beneath the water.
fermented and ready for bottling.
History of Eniona
• In late Atholon, a rumor begins that someone was
violated during Athne’s festival, and both the For many years, before the establishment of the new
accused and the victim were too drunk to remember kingdom, the sea-folk of the central valleys remained
their actions that evening. mostly submerged, fearing the Sorcerer Kings. Once the

127
Chapter 7: Lands Around Aldis
Kingdom of the Blue Rose was founded, however, the
sea-folk found more freedom to roam, to create settle-
Location 4
ments of their own, and to live in the manner most
comfortable for them. Halls of Excellence
The town of Eniona was the birthplace of King Rikin.
But it was not until after his reign that the sea-folk began Craftspeople Retreat
expansion in earnest, adding structures that had levels
Well to the northeast of Aldis, where the rolling grass-
beneath the waters of Lake Vash, much like Aldis’ Lake
lands begin to give way to the lower plains near the north-
Ward.
western edge of Lake Vash, lie the Halls of Excellence. A
cluster of buildings made of slate and wood, the halls are
Layout home to “the Excellent Ones,” a group of craftspeople and
Above the water, Eniona seems to be a ramshackle jumble focused experts whose goal is to master themselves and
of buildings, from shanties and sheds to a few sturdier their chosen fields.
shops, all very close to or hanging over the edge of Lake
Vash. Inside most of these buildings, however, trapdoors History of the Halls
or stairs lead down into the waters of the lake, providing
Some fifty years ago, a trio of powerful adepts came to an
sea-folk easy access to the rest of the town.
understanding regarding their practice of arcana: so long
Beneath the water, Eniona is far more complex, with
as one avoided employing sorcery, all manner of study
some buildings plunging down two or three stories and yet
was to be tolerated, even encouraged. These three friends
others built up from the lake floor in the shallowest waters.
wandered until they found a strange area of land which
Notable Characters had been cleared of everything: no stones, trees, or even
grass could be seen for over fifty yards in any direction.
Two people dominate most of the public life in Eniona. The Seeing this as a place to begin their studies together, they
first is Brealagh (use the Noble, Chapter 8), who stum- set about building their halls. Each of the three called upon
bled upon an ancient shipwreck several years ago and has powerful arcana to grow the stones from the very ground
used the money to invest in her fellow sea-folk so they can that became the foundation of their new home.
grow businesses in the town. The other is Gesdin (use the No one knows what happened to these adepts, as all
Guard, Chapter 8), a former adventurer who believes the reports of them ceased almost as soon as the rumors of
sea-folk should not hide away beneath the surface of the their existence began. In time, the site was taken over by
water. While Brealagh encourages insular commerce until craftspeople who wished to work in peace, hone their
Eniona can become wealthier and more independent of skills, and shape items for the sake of the beauty and joy
Aldis, Gesdin firmly believes the town should better inte- of the task, rather than for professional gain.
grate with the rest of the kingdom.
Making matters worse is that the two are part of an Layout
extended constellation, and although they personally
hold no romantic ties with one another, they share both a The Halls of Excellence are three separate buildings, each
husband and a wife. They have agreed to keep their public one formed by the arcane manipulations of the adept that
beliefs as far from their home life as possible, but things founded it. The buildings themselves are laid out in a
are clearly strained. haphazard triangle, and appear to be built of strange stones.
Rather than being cut from some larger formation, the blocks
Story Seeds appear to have been swirled or woven together from smaller
rocks, roots, and other materials from beneath the surface of
• A strange, oily liquid has been seen floating through the earth. Stored within the natural-seeming structures are
Eniona. Although it seems to make aquatic life more all manner of crafted tools—functional, yet at the same time
docile (facilitating catching fish), extended exposure an attempt to create something lasting and beautiful.
makes the local sea-folk more dependent on their
supplies of fresh water. Daily Operations
• Coins of ancient make have been appearing more
The Halls of Excellence are usually a quiet place, with
frequently in Eniona, but the sea-folk who discover
stretches of silence punctuated by brief flurries of activity
them appear to be protective of their wealth and
related to the various crafts of its residents: the chopping
belongings, and covetous of what others possess.
of wood, the hammering of metal, or the cracking groans
• Shifts in the stones supporting some of the structures of stones being split. The newest residents have additional
in Eniona’s upper levels have made the buildings duties—fetching food, water, and firewood—but other-
uninhabitable, and something must be done before wise are expected to impress their betters with regular
they fall entirely into Lake Vash. displays of growing mastery of their respective arts.

128
Chapter 7: Lands Around Aldis
Occasionally, one of the Excellent Ones may be
willing to lend their skills to a traveler, adventurer, or
servant of the Crown, in the hopes of proving they
have reached some new level of demonstrable exper-
tise in their chosen field. Success in such an endeavor
is a sign the adherent is ready to move on from the
halls, a moment that is celebrated by fellow residents
as the culmination of their mission.

Notable Characters
It should be little surprise that a group calling itself the
Excellent Ones has little modesty to share among its
members. Within the halls, they wear jackets of green
with brown trousers, comfortable but close-fitting to
allow free movement without the distraction of large
sleeves or other ornamentation. At any one time, there
are from fifteen to thirty residents of the halls, divided
evenly among the three buildings.
Each of the Excellent Ones holds mastery of a
single skill or talent as the pinnacle of achievement,
and works tirelessly in pursuit of perfection. Second
only to that mastery is the display of their accom-
plishments, whether by the creation of a new item or
through the instruction of someone of lesser talent. In
order to remain in the Halls of Excellence, an adherent
must demonstrate skill in a particular craft or trade,
creating something of lasting utility. For works of art,
dance, or song, utility is measured in emotional rather
than monetary value. Residents and visitors of the
halls may be experts in nearly any focus, but Artisan,
Crafting, and Smithing are the most commonly
encountered. In many cases, those that seek perfec-
tion among the Excellent Ones may be considered to
be narrowly focused in a specific area of item creation
(see the Optional: Trade Focuses box in Chapter 3 of
the Blue Rose core rulebook).
The leadership of the Excellent Ones rotates annu-
ally among the three masters of the Halls—Vara,
Kelisar, and Unmada Firesong—who meet regularly Location 5
to discuss the future of the group. The current leader is
Vara (use the Heroic Adept [Shaper], from Chapter 12
of the Blue Rose core rulebook), who has abandoned the
House of the Azure
shaping of materials using arcana in order to restore her
Knights of the Blue Rose Chapterhouse
connection to the physical world.
No group is as dedicated to the military security of Aldis
Story Seeds as the Knights of the Blue Rose. This life of continued
service is one that demands great sacrifice of those who
• One of the Excellent Ones has been requested to
choose it, and few who do not wear the rose can under-
return to her family to care for her aging parents, but
wishes to further develop her skills before leaving stand what this devotion means.
the halls. The House of the Azure is typical of a number of such
chapterhouses throughout Aldis: refuges and training
• Strange occurrences have been reported near the Halls facilities for Rose Knights in addition to the Rose Hall
of Excellence, and there are whispers that forbidden in the capital. The House of the Azure serves as a place
arcane experiments by the residents are causing them.
to set aside larger duties, to contemplate one’s service to
• An ancient relic caused the land formation on which the Crown, and to grow—through study, training, and
the halls sit, and it wishes to be unearthed. conversation with one’s fellow knights—into ever more

129
Chapter 7: Lands Around Aldis
teaching, and so on. No one is exempt from chores, even if
Training in the House of the Azure
they have more important duties; those with higher func-
Visitors and junior knights spending an extended time tions simply spend less time performing domestic labor.
in the House of the Azure may choose to benefit from the The goal is to reinforce that the duty of a knight is service,
wisdom and experience of its inhabitants. In particular, and that no one, even commanders and nobles, is above
many Knights of the Blue Rose may have dabbled in special- performing base work in the name of the kingdom.
izations that players find appealing. At any time of day, groups of knights can be found
Characters who spend time with the knights at the House of outside drilling with various weapons, while inside, their
the Azure can usually find a teacher who can provide instruc- comrades study military and courtly history. Nights are
tion in the Bard, Champion, Commander, Diplomat, Duelist, filled with the discussion and evaluation of major events
Guardian, Healer, Knight, Noble, Outrider, Sacred Warrior, of the past, and sometimes include recreations of major
Spy, and Swashbuckler specializations (or other specializa- events at court or on the battlefield to determine whether
tions at the Narrator’s discretion). greater success could have been achieved.
The Knights never charge for their instruction, but usually
require a significant service or act of sacrifice before teaching Notable Characters
outsiders. Fellow knights are taught for free.
The residents of the House of the Azure rotate regularly,
but one common occupant is Mirala Ken (use the Heroic
Warrior, Chapter 12 of the Blue Rose core rulebook, with the
competent defenders of the Sovereign’s realm. Veterans of
Knight talent). A seasoned knight who is very close to retire-
the Rose Knights use this location (and others like it) to
ment, Mirala cuts an imposing figure, standing tall in her
refresh their skills and occasionally to test the mettle of
armor and looking down on most people with a stern face
prospective knights.
framed with silver hair. Mirala has given her entire adult
life to Aldis, and now wishes to pass on as much of her
History of the House of Azure knowledge and martial insight to others as possible before
The House of the Azure was once the country mansion finally settling down somewhere in the western valleys.
of a former knight named Zaner, who went on to achieve
great wealth following his retirement from military Story Seeds
service. When he died twenty years ago, all his material
• Some of the older knights staying at the mansion
belongings passed to the Knights of the Blue Rose, who
believe that the order could use new blood, and are
repurposed the house as a place for training and respite.
actively seeking worthy recruits from among the
adventurers that often pass by.
Layout
• A Knight of the Blue Rose has gone missing, and the
The House of the Azure is a spacious, three-story country tracks seem to stop suddenly when approaching the
manor house. The grand entrance hall has been converted House of the Azure.
into a refectory for communal meals, while kitchens,
storage, and a large library take up the bulk of the first floor. Location 6
The second floor is occupied by thirteen bedrooms of nearly
identical size, each one appointed with a bed, a desk, a wash
basin, and a pair of small shas crystals for light and warmth.
The Leaden Trees
Behind the mansion, there are four tubs: two for bathing Uncanny Forest
and two for laundry. Small piles of kindling and firewood
rest against the outer wall, and a small stream provides Almost a full day’s ride north and west of Aldis lies the
the water necessary for daily living. Despite his bravery Leaden Trees, a forest that grows thicker as one travels
in the service of Aldis, Zaner was plagued throughout his deeper into the woods. Although primarily known for
life by nightmares of drowning, and so declined to have the sturdy branches of its trees—and their ready use as
running water installed in the mansion. As a result, the staves and other short, straight rods of wood—the Leaden
resident knights do their washing and laundering outside, Trees is also the site of many reports of strange creatures,
believing they are honoring some wisdom their late bene- including giant bears, enormous stags, and woodland
factor neglected to set down in writing. rodents larger than a person’s head.
Given the difficulty of exploring and mapping such a
Daily Operations landscape, along with its reported strange flora and fauna,
it is only natural that locals avoid all but the forest fringes.
Knights, prospective knights, and their guests perform all There are, as one might expect, a number of salutary tales
menial tasks at the House of the Azure: cooking, cleaning, to justify their doing so. According to one such story,
mending, grooming horses, maintaining armor, training, there is a corrupted pool deep in the heart of the wood,

130
Chapter 7: Lands Around Aldis
and those that drink from it become hopelessly tainted,
Location 7
rising as unliving (if human) or poisoning the hearts of
hunters that eat them (if animal). Another tale promises
a stream that, when sampled, can cure any hurt, or even
Frostford Marsh
return one from the brink of death. Such fables are ever
Lonely Wetlands
changing, along with the locations of their subjects, so
that the poisonous waters of one season are the life-giving Located in the bend of the Rose River south of Aldis where
fountains of the next. the waters take a sharp turn westward, Frostford Marsh is
More practically, the sturdy wood found among the a mainly flat wetland. It spends a good deal of the year at
Leaden Trees is surprisingly water-resistant, and the small least partially covered by the slowly moving waters of the
scroll tubes, pipes, and other items crafted from it are river’s shallows, along with pools of rainwater or flood-
quite popular among travelers, agents of the Crown, and waters that gather beyond the river’s normal banks.
sea-folk who wish to preserve surface items while trav- Because of its unstable landscape, few people live in
eling their favored waterways. the marsh and none in any sizeable communities, though
there are some far-flung shacks where a handful of night
Geography people and sea-folk live. In most cases, these folk keep
to themselves, and prefer that travelers passing through
The trees of the forest are odd, straight things that range leave them to their own devices. They live out in the
from a few inches thick to sufficiently wide that a large middle of a wild marsh for a reason, after all.
person can barely wrap their arms around them. These In the early summer, and again just after the autumn
trees can survive on little water, but their sparse branches harvest, people from the nearby valleys travel to the
and leaves mean that rainfall easily reaches the ground marsh to gather the strange mushrooms that grow there
below, making the earth a difficult tangle of soft soil, in order to sell them to the various healers and alche-
moss-covered roots, and emerging saplings. To the north, mists that wish to use them in their experiments. These
where the forest grows thickest, one can barely walk a mushrooms have already been instrumental in helping
hundred feet without having to squeeze between trees Aldis develop protections against certain types of pollu-
that, to the trained eye, should not be capable of growing tion—one fungus can clean drinking water, while another
so close together. draws smoke from air that passes over it—and there are
Throughout the Leaden Trees, small streams emerge rumors that new strains of mushroom sprout in the marsh
from the sides of hillocks, running for a few hundred feet every day. The latest hearsay includes mushrooms that
only to dwindle into nothing or to disappear beneath a can extend a person’s breath underwater, but which cause
large formation of stone or bundle of roots. rapid dehydration among sea-folk.

Story Seeds History of the Frostford Marsh


• Deformed creatures have been reported wandering Frostford Marsh was, until forty years ago, another
south and east of the Leaden Trees, only to vanish unnamed bend in the Rose River as it flowed south and
west away from Lake Vash. In 279 BR, however, massive
like smoke when witnesses get close to investigate
rainfall in the area saturated the land, followed by a
further.
particularly cold winter. This combination froze the water
• A Knight of the Blue Rose thought dead for decades within the ground, and the river became crossable by
has apparently returned from the Leaden Trees, foot. By the end of that winter, the possibility of crossing
telling tales of the horrible beasts and beings lurking without rafts or boats became common knowledge among
there. the folk living in the area. Come spring, the region had its
new name, even when the frost receded and the waters
began to flow freely once more.
The Rose
River Valley Geography
Frostford Marsh is primarily covered with grasses ranging
Immediately along the Rose River, tight clusters of farms from a few inches to two feet in height. In the dry season,
and outbuildings form loose communities of Aldins that the area is marked with a number of shallow pits and
are not truly part of the city, although they provide much trenches that quickly fill when the rains come, but which
of the food necessary to keep it functioning. Here are raised drain quite slowly, keeping the soil well-watered even
many of the crops that find their way to the dinner tables when no rain has fallen for weeks. Horses and other
across the river, as well as some of the smaller livestock hooved animals understandably have a difficult time
(like pigs and chickens) that are enjoyed at mealtimes. crossing the marsh, and unless an especially cold winter

131
has struck, most find it worth the additional travel time to their speed, but for the most part, the herd runs simply
cross upstream or downstream rather than endure the loss with horses.
of pack animals or cattle.
Geography
Story Seeds
The lands between the southwest trade roads and the
• Botanists in the city of Aldis are convinced that some Rose River are lush with grasses that choke out most other
of the fungi growing among the grasses in the marsh vegetation, making them poor farmland but rich pasture.
might have miraculous properties if added to certain Save for a few fortunate hillside cottages—which the herd
healing ointments. avoids—the area is not hospitable for building, either,
• A local carpenter wishes to construct a means of especially closer to the river where the soil is wetter.
passing safely through the marsh all year, but is
unable to recruit a crew of assistants willing to help Notable Characters
her build it.
The rhydan herd has no official leader, but most of its
members defer to the judgment of Narn and Meara,
Location 11 a mated pair that lead the herd on most of its runs and
decide when an area might be turning unsafe to remain
The Herdlands in. (Use the Heroic Rhy-horse from Chapter 12 of the Blue
Rose core rulebook for both.) The herd seldom contains
Rhy-horse Territory more than a dozen or so members.
To the southwest of Aldis, along the Rose River, a trav-
eler can often find signs of wandering herds of hooved Story Seeds
animals. Crown investigators discovered only recently
• A member of the herd has felt the pull of a rhy-bond
that a small herd of rhy-horses has begun running in
and is seeking to move closer to the city to discover
the area. They enjoy the proximity to Aldis, which they
their potential companion, but they require brave,
believe gives them the opportunity to find more of their
two-legged companions to help them on the journey.
own. Knowing full well the confusion and difficulty
awakening can cause, the herd hopes for reports of other • Local farmers and traders are concerned with the
rhy-horses they can mentor in the ways of being rhydan. activity of the herd, and want the Crown to encourage
Occasionally, they accept other rhydan that can match them to move farther from the river and trade roads.

132
Chapter 7: Lands Around Aldis
Location 13 The Lower
Nedal Vash Valley
Village South of Lake Vash, the rolling hills are somewhat flatter,
though the lands are slightly less fertile. Small, widely-
A full day’s ride beyond Aldis, Nedal is a small village that spaced farms dot the landscape, far enough apart to neces-
marks when a traveler has finally entered—or left—the sitate waymoots and temporary markets in some areas,
capital’s sphere of influence. A quiet, insular place with or the development of the smallest of towns in others.
a few far-flung cabins and a small tavern, Nedal is less a Farther from the city, folk gather closer together for shared
stop along the road than a marker of how close someone commerce and protection. But even here, homesteads are
is to the true center of Aldin activity. a long walking distance from one another, enough that
most people have a good deal of privacy.
History of Nedal
No one is truly sure how old Nedal is. Certainly, it existed
Location 12
before the founding of the kingdom, but whether it sprang
up during the latter years of the Empire of Thorns or was Baraega’s Arch
small enough to persist throughout that entire dark period
is unclear.
Ancient Ruins
Well to the southeast of Aldis, at the end of a short,
Layout winding ravine, lies the cluster of ruins known collec-
tively as Baraega’s Arch. Named for the twisted columns
As a village, Nedal is somewhat nondescript. But for the
that form an archlike gateway within the ruins, this area
few marble flagstones that have been laid at a certain
was once the domain of a sorcerer killed near the very
point in the wide road running through the center of it,
beginning of the Shadow Wars.
most urban folk might mistake the village for a boundary
Today, the ruins are the subject of many rumors,
where a few rural farms collide. Although the tavern is
including sightings of the unliving and odd beasts,
friendly and welcoming to visitors, it remains open only
as well as mystical phenomena that few can under-
a few hours past dusk. When travelers arrive in Nedal in
stand. Brave folk often approach the ruins hoping to
the dead of night, only a wide, doorless, hay-filled shelter
find active shas crystals or other useful treasures, but
with a small fire pit just outside waits to greet them. In the
to date, no substantiated reports of such artifacts have
morning, visitors are encouraged to move on, as there is
made it out of the area. Wise adventurers tend to stay
little work and less wealth in the town.
clear of Baraega’s Arch, wishing to keep from angering,
awakening, or encountering whatever dangers may yet
Notable Characters lurk there.
Despite its small size and relative lack of wealth, Nedal
suffers from no shortage of ambitious and influential resi- History of Baraega’s Arch
dents. The most boisterous of these is a man named Tundric
Baraega was an adept during some of the worst excesses
(use the Merchant, Chapter 8), who has spent the last few
of the Empire of Thorns, a powerful sorcerer just before
years encouraging his fellow farmers to join with him in a
the Shadow Wars. Rather than engage in the fighting
sort of agricultural union, with the aim of setting prices and that was to come, she found a quiet area of wilder-
crop goals so they can take better advantage of their prox- ness and had her followers build her a refuge. Within
imity to Aldis. He is known for stroking his waist-length that sanctum, she constructed a makeshift shadowgate.
black beard when interested in a potential deal, and this tell Baraega employed it infrequently, using its power not
has become a distinct weakness when he’s negotiating. only to summon darkfiends but to send them against
others who might oppose her power.
Story Seeds In the great battle that took Baraega’s life, a monstrous
hand is said to have torn the shas crystal from the arch’s
• A sudden influx of young, able-bodied farmers has
apex, destroying both the sorcerer and the arcana that
arrived in Nedal looking for work, believing that
sustained the shadowgate.
wealth and opportunity await them.
• Some farms in the area are suddenly experiencing Layout
much larger yields of grain and nuts, while other
farms are suffering from an extreme lack. Tensions Located in a small depression that appears blasted of
are rising between the haves and the have-nots. all vegetation, Baraega’s Arch is actually a smattering

133
Baraega’s Arch
of rocks, ruined columns, and roughly-cut stones that is
believed by many to be a former shadowgate. At the center
Location 15
of the clearing, a pair of arching spires of black “stone”
reach up out of the ground towards each other. They are Erastin
broken near their top, not quite touching. The stones are
contorted, as though a great hand reached down from the Town
sky and twisted off the apex of the arch.
To the southeast of the city, past the southern spur of Lake
Around the arch itself, the area appears as though it
Vash, is the town of Erastin. Long the home and seat of the
were once paved with large, gray stones, although dirt,
Garmaj family, who have served the Crown as nobles for
soil, and the action of time cover much of what remains.
generations, Erastin is a town in upheaval following the
The place has a bleak feel to it. Adepts and others with
removal of one of the family from a noble posting due to
psychic senses sometimes report headaches and night-
accusations of untoward behavior.
mares after spending time near the arch.
Erastin’s economy is maintained with a mixture of agri-
culture and trade, taking advantage of its location to bring
Story Seeds
fish from Lake Vash southward to greater Aldis, and food
• A Shadow cult is attempting to reactivate Baraega’s crops and livestock northward to the settlements along
Arch, believing that they have found the missing the lake. Geography and a lack of local resources conspire
keystone required to open it. to keep the town at its current, healthy size, and attempts
to grow Erastin have, in the past, resulted in a few small
• Strange beasts have been found wandering near
buildings which were later torn down or abandoned for
the arch. Although their behavior is typical for their
lack of interest.
kind, they exhibit strange features, such as elon-
Nearly as old as the kingdom itself, Erastin prides itself
gated tongues or tails, odd colorations, or exagger-
on its loyalty to the Crown and its embodiment of the
ated limbs.
traditions of Aldis, not least of which is service to one’s
• Rhydan have been aggressively chasing people away fellow citizens. The Garmaj family’s recent disgrace has
from the area around Baraega’s Arch, worried that not shaken this belief, although relationships between the
something catastrophic will soon happen in the ruins. locals and their current nobles are strained.

134
Chapter 7: Lands Around Aldis
noble, or attractive individual passing through town
History of Erastin
that perhaps they might find a mate in Erastin.
The settlement grew up among the ruins of what was
once the country estate of one of the Sorcerer Kings’ minor Location 9
vassals. It was only when the Empire of Thorns fell and
good folk began returning to the central valleys of Aldis
that the town began to take shape, building upon the
Kram’s House
foundations of the ruined estate and creating homes, busi- Farming Commune
nesses, and usable roads from its detritus.
In those first years, a family of young men and women Just across the Rose River, to the immediate south of the
called Garmaj took charge of the town, helping to orga- city, lie a number of farms and other settlements that Aldis
nize the community. As more people moved to Erastin, the greatly depends on for its survival. Nestled among these
Garmajs were rewarded for their labor and investments with is Kram’s House, a small farming commune where the
both status and wealth, which they continually reinvested city’s former criminal element can come to find them-
into the town. Their many children married into some of selves. Designed principally as a reform house for those
the more prominent families of the town, and two of their that have been convicted of crimes and completed their
grandchildren were, in time, selected as nobles of Aldis. sentences, Kram’s House is a small cluster of buildings,
Four years ago, the Crown determined that one of its farms, and workshops where ex-convicts work to reinte-
nobles, Tufas Garmaj, was misappropriating funds and, grate themselves into Aldin society.
when discovered, had murdered one of the Sovereign’s Residents may only come to Kram’s House once they
Finest. Tufas refused all manner of investigation or reha- have finished whatever incarceration, treatment, and/or
bilitation, and was exiled. When news reached the town, restitution have been required of them. Kram believes in the
Erastin was thrown into disarray, as most local families redemptive power of hard work, and neither charges any
can trace at least some small amount of blood back to the of the residents nor directly pays them any wages, instead
Garmaj family. providing food, lodging, and training. Inhabitants may
leave any time they choose, but Kram insists they announce
Layout any planned departures at night, so that he knows who
will be available for work in the morning. Folks leaving the
Erastin is a tightly-packed town, whose largest buildings commune are given a token pouch of coin to help to sustain
reach to three stories. Some of these contain rental apart- them, along with a pack of food, then sent on their way.
ments for workers on their second and third floors, while Kram’s House is not an impressive sight to look at, but
the ground levels are reserved for the businesses and neither is it dour. Although residents are discouraged
other trade that keeps the town flowing with coin. Roads from romantic entanglements while staying at the facility,
and cart paths extend out of town in nearly every direc- there is no shortage of dancing, singing, laughter, and tale-
tion, helping to carry goods to and from the many farms telling when each workday is done.
and settlements that depend on Erastin to survive.
History of Kram’s House
Notable Characters
Founded just eight years ago, Kram’s House was intended
Outside the Garmaj family, the most respected figure in as a resting place for those who had recently finished
Erastin is Gunda (use the Scholar, Chapter 8). No one paying restitution for crimes committed against the city
living can remember a time when Gunda was not already and its inhabitants. Kram himself had been convicted of
old, and she has taken it upon herself to act as Erastin’s
minor crimes following a successful career as a merchant
collective memory, aware of every marriage, birth, and
and craftsman, and wished to show that even those who
family relation in the town over several generations.
have harmed others can be cared for and, in turn, care for
Gunda has survived all four of her husbands with no
one another.
offspring of her own and wishes to ensure the town’s
continued growth and survival, viewing it almost as her Layout
surrogate child.
Kram’s House has a fairly simple layout, consisting of
Story Seeds three tiny farms that rotate crops annually. At the center of
the farms is a small gathering of buildings: a workshop for
• Evidence has been uncovered that Tufas’ crimes may
making and repairing farming implements; a small stable
have been influenced by a corrupt item, and the Crown
that houses the commune’s three horses (used for riding
is looking for agents to help investigate the matter.
and as draft horses); a sturdy barn, which also doubles as
• Gunda has decided the local blood in Erastin has a shelter for the farms’ carts; and the lodging house, where
grown “too thick,” and tries to convince every brave, the twenty or so residents sleep.

135
Chapter 7: Lands Around Aldis
plentiful harvests, and ever-improving travel mean that
Daily Operations
settlements farther from Lake Vash have greater access to
Each day at Kram’s House is simple: everyone works. It trade from locations farther north, making shopping trips
may be milking cows or goats, shearing sheep, shoveling to the small town—which has little to offer in terms of
manure, or plowing furrows and planting seed, and Kram its own trade goods—less desirable. On top of that, many
makes sure that no one in the complex is without a task youngsters are drawn to the bright lights, social whirl,
each morning to occupy them until dusk. After the sun and greater opportunities Aldis affords.
sets, everyone washes up, then gathers at the lodging Natives of Last Bend are proficient swimmers, sailors,
house for a large, hearty meal. Once the meal is finished, boat guides, and fisherfolk. Most are also very capable at
residents are left to their own devices, until morning weaving, mending, and repurposing scrap material, and
comes and the work begins again. there is a long tradition of weaving various plant fibers
into strong, usable ropes and cords for fishing (both as
Notable Characters lines and nets).

The owner of Kram’s House is a night person named History of Last Bend
Kram (use the Laborer, Chapter 8), who employs every
ounce of his strength in supporting and defending In the early days of the kingdom, Last Bend
those that come into his care. Since the passing was a small town that profited—though
of his spouse, Kram has steadfastly refused any only a little—from serving as guides to
romantic attachments, and views the former folk from the central valleys that did not
criminals he tends to as his family. know the region well. They showed people
how to fish the lake, how to navigate the
Story Seeds shallow waters at its southern edge, and
how to survive in those areas where food
• Someone within the city has been and shelter were sparse. Locals would make a
accused of a great crime, and the little coin, and those that could afford to do so
suspect’s only known associate is a would move to more
current resident of Kram’s House. prosperous settle-
ments. Time has
• Things have gone missing from
not well rewarded
nearby farms, and workers have
the people of Last
begun to cast blame at the inhabit-
Bend, and every
ants of Kram’s House.
improvement in travel,
• A large donation has been made safety, and the wealth of
anonymously to Kram, who wishes the nearby communities is
to be sure of its provenance before another step the town takes
investing any of the coin. towards eventual collapse.

Location 10 Layout
Fewer than a hundred people live in
Last Bend Last Bend, and it shows: a handful of
buildings (former shops and one long-
Town closed inn) dominate the center of the
town, and reed huts make up most of
After riding eastward along the southern the other homes. Closer to the water,
edge of Lake Vash for half a day, riders a few aging wooden piers jut out
eventually come upon the tiny into the lake, and it is common to see
town of Last Bend. Its resi- a few folk fishing or sleeping (or both)
dents eke out a simple living to pass the time. There are no longer
near the shallow waters, any “official” shops in Last Bend, only
making extra coin when they people attempting to sell their catches or
can through trade and serving as wares in front of their homes.
guides for those exploring the lake.
Nestled into a small curve of Notable Characters
land jutting out into Lake Vash,
Last Bend is a community in The most famous person in Last Bend is
decline. Efficient administration, not a resident at all. One of the youngest

136
Chapter 7: Lands Around Aldis
nobles in the kingdom, Atelen Damaer is a clever, upturned her wagons to protect them. When the storm
studious young woman who has tirelessly worked to passed, much of her shipment was ruined, but everyone
improve the realm in whatever way she can. Atelen has was safe, and all her crew forewent payment in gratitude
a slight frame and somewhat stooped shoulders from a in order to make up for the caravan’s losses. A few weeks
lifetime of reading and manipulating alchemical compo- later, Nala petitioned the Crown for permission to claim
nents, and she stands somewhere between five and six feet the depression as a homestead, and was granted the right
tall, her stoop masking her true height. Currently, Atelen is to build there.
responsible for the administration of lands south of Lake
Vash, and has taken particular interest in trying to keep Layout
Last Bend from being abandoned by its people. Although
her instincts are to take the most capable of the younger Nala’s Rest is built around a large, almost circular court-
generation and find them roles in other communities, she yard, paved in dusty marble with the outline of a rose
fears this would leave the oldest and weakest of the town arranged in mosaic in the tiles that make up the court-
yard’s center. Around the edge of the depression, a
to suffer miserable ends.
number of carved-out recesses are marked by colorful
Story Seeds canopies, beneath which travelers can seek refuge from
the sun or their travels. Wood-and-rope gates are rolled
• A local has stumbled onto a great chest filled to the left of each opening, and can be pulled across each
with coins from a long-ago shipwreck, and is torn “cave” and covered with the silk canopies to protect from
between helping the community and simply moving whatever wind the walls do not guard from.
their family to Aldis. At the northern and southern ends of Nala’s Rest, small
springs bring fresh water from beneath the earth, with
• Local caravans have begun recruiting local youths in
ladles and buckets to allow folk to bring water to their
earnest, and the town’s elders are seeking help from
companions or pack animals. Tools are available for loan,
the Crown on how to convince the younger genera-
trade, or purchase from Nala’s staff.
tion to stay.
Daily Operations
Location 14
For the majority of visitors, most of the day at Nala’s
Nala’s Rest Rest is spent recovering from the road among comrades
that understand the same life. Idling or chatting with
Caravanserai one’s fellows, repairing wagon wheels or horse tack, and
allowing animals to recuperate are the primary occupa-
Due south of the city, about half a day’s ride, is the tions of the day for most.
bustling caravanserai known as Nala’s Rest. Built into For Nala and her staff, the days are somewhat busier, with
the edges of a deep, roughly circular depression that discussion about road conditions, trustworthy employers,
was once a hilltop, the caravanserai provides a watering and important shipments filling the hours. At night, she
place, a stop for horses and caravan workers to rest spreads information among those caravan masters she
and for the caravan masters to share news of poten- trusts or cares for the most, letting them know which routes
tial employers, contracts, and other opportunities. For might be most profitable in the coming months.
the last twenty years, Nala’s Rest has been a refuge for
travelers, and a gathering place for those who live their Notable Characters
lives on the road.
The unquestioned authority in Nala’s Rest is the epony-
History of Nala’s Rest mous owner. Nala (use the Elite Merchant, Chapter 8) is
a small woman with an iron grip and steely eyes, who
Nala’s Rest was once a nameless depression that formed seems to know every person that rides into or out of her
when an old cavern could no longer support the weight camp before they have the opportunity to unsaddle their
of earth above it and collapsed into a dusty crater. Most horses.
caravans tended to avoid stopping at the spot, as the city
of Aldis was already almost in view to the north, and Story Seeds
just a few hours’ ride hardly made a difference to most
• Ill and wounded travelers who spend the night at
caravan masters.
Nala’s Rest seem especially hale and refreshed come
All of this changed one summer when Nala, who was
morning. No one, not even Nala, seems to know why.
then a caravan master herself, reached the spot in the
dwindling twilight, and a great storm sprang up from the • Strange items have been appearing inside crates,
north. With nowhere else to shelter her horses or people, barrels, and other containers bound for Aldis that
she guided everyone down into the depression, and were inspected at their last stop.

137
Chapter 7: Lands Around Aldis

“Look upon it, friends. To you, this is a city of stone andwood, built alongside a sun-dappled water,
crowning these fertile hills. But to us, Aldis is both crèche and shield, where the highest virtues
of Aldinfolk are born, nurtured, and protected. Beneath our feet are the toppled and thrown-down
edifices of the ancient Sorcerer Kings, their ruins monuments to elaborate cruelty and greed, that we
may never forget the horrors of bygone days of Shadow even as we stand now in the open Light.
I assure you, good folk. You see a city. But when Aldinfolk gaze upon this place, we see the very
vital, beating, compassionate heart of our kingdom, and are stronger for it.”
– Sovereign’s Envoy Sevantis Kard to a visiting delegation from Rezea

138
Chapter 7: Lands Around Aldis

139
or all that it is a location, the city of Aldis is made what ciously social youngster might have a 1 in Communica-

F it is by the people who live there. From the folk who


fight to defend it to those who seek to destroy it, and
those who simply want to live peaceful lives within it, this
tion, or a very clever child might have a 1 in Intelligence.
Advancements: There is very nearly never any cause to use
advancements for the Child stock stat block; if a youngster
chapter details the various NPCs that make up this city.
is more remarkable than these traits suggest, they are almost
always deserving of a full unique stat block of their own.
Stock Stat Blocks Commoner
Throughout this book, certain non-player characters
(NPCs) are mentioned as adhering to one of the following The commoner is an average citizen, without any particu-
stock stat blocks. By and large, there should be no real larly notable skills.
reason for player characters to interact mechanically with Advancements: There is almost never any need to increase
such folk, but should it become necessary, feel free to use the Commoner’s threat level. Common folk who live in
the following sets of statistics to represent them (some- particularly dangerous frontiers might warrant an increase
times with one or two small, flavorful changes to help to Elite, as might those commoners who have seen a good
better represent that specific individual). deal of danger and survived it. Anything beyond that is
usually the realm of Adepts, Experts, and Warriors.
Child
The child is a youngster, not yet grown to adulthood.
Guard
Narrators should feel free to shift some of the traits rated A somewhat average person whose work demands of
at 1 around to reflect kids of different aptitudes: the preco- them some potential of violence, the Guard is trained

“Let there never be a doubt in this, my love. T his city is but a series of stones, set one atop the other. T he true
Aldis is in the people that move and live and love among those stones.”
-Queen Jaellin, to Kelyran

140
Chapter 8: People of Aldis
Child Guard
Abilities (Focuses) Abilities (Focuses)
Accuracy 0, Communication 0, Constitution 0, Dexterity Accuracy 1, Communication 0, Constitution 2 (Stamina),
1, Fighting -1, Intelligence 0, Perception 1, Strength -1, Dexterity 1 (Initiative), Fighting 2 (Axes or Heavy Blades),
Willpower 1 Intelligence 0, Perception 0, Strength 2,
Willpower 1 (Courage)
Speed Health Defense Armor Rating
11 10 11 0 Speed Health Defense Armor Rating
11 13 11 0
Weapon Attack Roll Damage
Unarmed +0 1d3-1 Weapon Attack Roll Damage

Special Qualities Standard Heavy Blade +4 2d6+2


Standard Axe +4 2d6+2
Favored Stunts: Seize the Initiative, Skirmish (used to flee)
Special Qualities
Weapons Groups: Brawling
Equipment: Typical clothing fitting the child’s background, a Talents: Armor Training (Novice), plus one other Style talent
toy or other token of interest (Novice). Add to ability ratings or focuses to allow the char-
acter to meet talent prerequisites, ignoring class requirements.
Threat: Minor Weapons Groups: Axes or Heavy Blades, Bows, Brawling
Equipment: Heavy Blade or Axe, Chain Mail Armor
Commoner
Abilities (Focuses) Threat: Minor
Accuracy 1, Communication 1, Constitution 0, Dexterity 1,
Fighting 0, Intelligence 0, Perception 1, Strength 0, Laborer
Willpower 1 Abilities (Focuses)

Speed Health Defense Armor Rating Accuracy 2 (Brawling), Communication 0, Constitution 1


(Stamina), Dexterity 1, Fighting 1 (Bludgeons), Intelligence 0,
11 13 11 0
Perception 1, Strength 2 (Might), Willpower 1
Weapon Attack Roll Damage Speed Health Defense Armor Rating
Unarmed +1 1d3 11 15 11 0
Special Qualities
Weapon Attack Roll Damage
Favored Stunts: Defensive Stance, Disarm, Skirmish (used
Club +3 2d6+2
to flee violence)
Unarmed +4 1d3+2
Professional Focus: Give the Commoner a single focus that
best represents their vocation or typical way of life. Then, Special Qualities
increase the ability associated with that focus by +1. Favored Stunts: Knock Prone, Mighty Blow
Weapons Groups: Brawling; may add one other if the charac- Talents: Any one. Add to ability ratings or focuses in order to
ter’s vocation involves weapons of some sort. allow the character to meet the talent prerequisites, ignoring
Equipment: Typical clothing, equipment needed for their voca- class requirements. Typical talents for the Laborer include
tion (which may include a weapon and/or armor in some Animal Training, Arcane Potential, Carousing, Command,
situations; adjust armor rating and weapons accordingly) Contacts, Horsemanship, Observation, Single Weapon Style,
and Unarmed Style.
Threat: Minor
Weapons Groups: Bludgeons, Brawling
for combat. Use these statistics to reflect guards, private Equipment: Rough clothing fitting the character’s vocation,
security, average mercenaries, bodyguards, and general work tools (including something that can be used as a club)
sell-swords. Threat: Minor
Advancements: Elite Guards often function as captains or
other leaders, or swordsfolk with some degree of reputa-
tion. Heroic Guards serve in positions of high distinction, Laborer
or are well-known for their feats of skill. Epic Guards tend
Similar to the Commoner, the Laborer is meant to reflect
to serve at the upper reaches of military organizations, or
a rather typical citizen whose vocation or upbringing has
head up schools of fighting.
made them particularly hale and strong. It can be used to

141
Chapter 8: People of Aldis
Advancements
Each stock stat description has notes on the use of “threat advancement” for that particular character type, as per the
Beefing Up Adversaries section of Chapter 12 of the Blue Rose core rulebook. We have also summarized them here, for ease
of reference.
• Elite: +1 to any three Abilities. Add two Focuses. +5 Health. Add one degree in a Talent (new or existing).
• Heroic: +2 to any two Abilities, and +1 to any three other Abilities. Add four Focuses. +15 Health. Add two degrees in
Talents (new or existing).
• Epic: +3 to one Ability, +2 to any two other Abilities, and +1 to any three other Abilities. Add five Focuses. +20 Health.
+3 Armor Rating. Add three degrees in Talents (new or existing).

Merchant Noble
Abilities (Focuses) Abilities (Focuses)
Accuracy 0 (Light Blades), Communication 2 (Bargaining, Accuracy 1, Communication 2 (Etiquette, Leadership),
Etiquette), Constitution 1, Dexterity 1 (Artisan or Constitution 1, Dexterity 1 (Riding), Fighting 0,
Crafting), Fighting 0, Intelligence 2 (Evaluation), Intelligence 2 (Cultural Lore, Heraldry),
Perception 1, Strength 0, Willpower 2 Perception 1 (Empathy), Strength 0, Willpower 2

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
11 12 11 0 11 15 11 3

Weapon Attack Roll Damage Weapon Attack Roll Damage


Dagger +2 1d6+1 Fencing Blade +1 1d6+1
Unarmed +0 1d3 Dagger +1 1d6+1
Special Qualities Unarmed +1 1d3

Favored Stunts: Sway the Crowds, The Object of Your Special Qualities
Attention Talents: Any one. Add to ability ratings or focuses in order to
Talents: Any one. Add to ability ratings or focuses in order to allow the character to meet the talent prerequisites, ignoring
allow the character to meet the talent prerequisites, ignoring class requirements. Typical talents for the Noble include
class requirements. Typical talents for the Merchant include Arcane Potential, Carousing, Command, Contacts, Dual
Animal Training, Arcane Potential, Carousing, Contacts, Weapon Style, Horsemanship, Inspire, Intrigue, Linguistics,
Horsemanship, Intrigue, Linguistics, Observation, Thievery, Lore, Mounted Combat Style, Oratory, Performance, Single
and Wild Arcane. Weapon Style, and Wild Arcane.
Weapons Groups: Bludgeons, Light Blades Weapons Groups: Bows, Brawling, Light Blades
Equipment: Clothing in keeping with the merchant’s social Equipment: A satchel of documents and correspondence,
class and vocation, one or two pieces of jewelry, a purse with a purse heavy with coin, 2 Daggers, Fencing Saber, Light
a moderate amount of coin, a ledger Leather Armor
Threat: Minor Threat: Minor

represent the strapping ploughmen on a farm, teamsters to represent any character who focuses on specialized
on caravans, bouncers at an inn or tavern, dockhands at a knowledge and/or interpersonal skills. It can be used
port, or pugilistic thugs in a city’s dark underbelly. for merchants, bureaucrats, minstrels, con artists, and
Advancements: With most of these types, what you see is similar folk.
what you get. But the occasional Laborer might be particu- Advancements: Elite Merchants stand out and inevitably
larly fit or skilled, justifying advancement to Elite or, more rise to the top of the local game, with profitable businesses
rarely, Heroic. and many employees and apprentices. Heroic Merchants
are basically merchant princes, with investments in other
Merchant businesses and success at their beck and call. An Epic
Merchant might be a once-in-a-generation mercantile
The Merchant, despite the name, does not reflect only genius, or the very worthy heir of a notable mercantile
those with mercantile interests. It is a good stat block empire.

142
Noble Scholar
Useful for either bureaucrats or wealthy citizenry, the Abilities (Focuses)
Noble may or may not be a noble proper. They certainly Accuracy 0, Communication 2 (Persuasion),
travel in those same circles, however, and can be used to Constitution 0, Dexterity 1 (Calligraphy), Fighting 0,
reflect the independently wealthy, extremely successful Intelligence 2 (Research, plus one other), Perception 1,
merchant princes, vital bureaucrats and government offi- Strength 0, Willpower 2 (Self-Discipline)
cials, and the like.
Speed Health Defense Armor Rating
Advancements: Elite Nobles are well-suited for those
bureaucrats and society notables who stand apart from 11 12 11 0
the rest. Heroic Nobles have had years of experience and
Weapon Attack Roll Damage
are well-lauded, while Epic Nobles make their mark on the
world around them with their contributions (or schemes). Unarmed +0 1d3
Special Qualities
Scholar Favored Stunts: Skirmish (used to flee violence), Stunned
The scholar represents any character with an academic or Silence
otherwise particularly cerebral focus. They could very well Talents: Lore (Novice), plus one additional. Add to ability
function as students or professors at the Royal College, ratings or focuses in order to allow the character to meet the
academy teachers, guild archivists, scriveners, and phys- talent prerequisites, ignoring class requirements. Typical
icks who specialize in non-arcane healing methods. talents for the Scholar include Arcane Potential, Artificer,
Contacts, Linguistics, Medicine, Observation, Oratory, and
Advancements: Advancing the Scholar to Elite can repre-
Wild Arcane.
sent a prodigy or experienced character, including profes-
sors of the Royal College, the dean of a civic children’s Weapons Groups: Brawling
school, and those quite skilled in their respective fields. Equipment: Clothing appropriate for their vocation, satchel
Heroic Scholars probably represent some of the finest to be of tools, books, and other materials
found in Aldis, while Epic Scholars will surely make their
mark with breakthroughs and new philosophies that will
Threat: Minor
be remembered for generations.

143
Chapter 8: People of Aldis
Folk of Aldis City
Name Notes Threat Location Page
Adele Female rhy-mouse shaper & seamstress Minor Landsea Amphitheater (M5) 145
Adroi Leaning-Thorn Female human florist Moderate Wraithwood Floral (O13) 145
Alfric Benneck Male human mercenary leader Dire Silver Shields Barracks (H15) 146
Amedee Female vata’sha bookseller Minor The Folded Corner (L8) 146
Anya Pell Female human double agent Minor/Moderate Silver Shields Barracks (H15) 147
Astirien Genderfluid vata’an child with a secret Major Tarvenyl’s Tower (H12) 147
Atelen Damaer Female human noble Minor Last Bend (10) 148
Ayazrin Male night person gardener Dire Temple of the Eternal Dance (H17) 148
Baroness of Whispers Sinister crime lord Dire varies, Matchmaker’s Guild (LA6) 149
Belinda Vovubros Female human shipping magnate Major Vovubros & Daughters (O15) 150
Bulgan Urr Female night person courtesan Moderate Thermai Spa (M10) 150
Castien Nremen Male vata’an publican Minor Edgefield (L2) 151
Chaedys Poeson Male human innkeep Moderate Swallowtail Inn (M1) 151
Chakri Ashcloak Human ghost Major The Griffon’s Quill (M9) 152
Connor Bartia, Master Male sea-folk gondolier Minor Waterways; Gondolier’s Guild (LA12) 152
Coral Coventina Female sea-folk courtesan Moderate The Salty Siren (O17) 153
The Cuckoo Male human sorcerer Major Lake Ward; Dorn & Byorn’s Golden Alehouse (LA7) 153
Dagen Vos Male human noble Major The Soul’s Flame (LA5) 154
Dorrin Tyr Male human mercenary Major Silver Shields Barracks (H15) 155
Durian Jack Male vata’an fruit seller Moderate Market Bridge (M10) 155
Emeris Telford, First Envoy Female human First Envoy Dire Hall of Envoys (H8) 156
Emile Hazestar Male human minstrel Minor The Oubliette (M3) 156
Erevan Alfaeo Male night person shipping magnate Moderate The Royal Rose Society (M2) 157
Evan Green Male human tavernkeep Moderate The Ballad and Blade (H5) 157
Fourash Tallore Male rhy-cat woodwind crafter Moderate Alfaeo Estate (M2) 158
Freewell Pineton Male human healer Minor Hedgerow House (M12) 158
Greene Mouseblossom Female human fire-shaper Major The Oubliette (M3) 159
Grer Voubros Female human mind-healer Moderate Hedgerow House (M12) 159
Hexton Reyes Male human spy Major Alaric’s House (H9) 159
Julinn the Masqueless Genderfluid courtesan Dire The House of the Thousand Ways (H15) 160
Kile Mistraker Male human musician Moderate Windsea Symphony (M6) 161
Kiren, Ilah, & Magda Stagmarr Human female sibling fire-shapers Moderate The Soul’s Flame (LA5) 161
Kyra Emauri, Professor Female human arcanobotanist Moderate Institute of Arcanobotany (LA1) 162
Linnea Selder Female human sorceress Moderate Fellows of Lake Vash Guildhouse (H18) 162
Lisaya Silán Female human server (spy) Moderate The Cockerel and Onion (H14) 163
Maejar Male rhy-dog “vice-headmaster” Major Creston’s Academy (L10) 163
Marnetta Savahn Female human guildmaster Dire Moneylenders Guild (H2) 164
Nellia Aramys Female vata’an business magnate Major Goia’s Plaza (LA9) 164
Nirvelli Nerin Nonbinary sea-folk actor Moderate Landsea Amphitheater (M5) 165
Old Mal Female human retired adventurer Moderate The Cask and Crow (L7) 165
Peregrus Male rhy-falcon envoy Minor Hall of Envoys (H8) 166
Pluton Male rhy-rat storyteller Moderate Tiny Tree (M8) 166
Preesh Devah Female human baker Minor The Lord Oak Bakery (M9) 167
Rem Sterngrove Male human bookkeeper Moderate Villa Fruta Orchards (O16) 167
Rosemund Warden Female human matriarch Moderate Warden House (L5) 167
Sahn Huaki Female human teacher Minor Loveridge Academy (M7) 168
Shili Female rhy-cat proprietor Moderate Rhydan’s Rest (H16) 168
Singh Male rhy-raven retiree Moderate Foxhallow Grove (M1) 169
Sinrus Male rhy-rat nest protector Major The Nest (H3) 169
Siryna Female sea-folk tavernkeep Major The Trout’s Eye (H10) 170
Talons-Like-Daggers Male rhy-eagle temple advisor Minor Anwaren’s Sacellum (L3) 170
Tegra Fire-Eyes Female night person/vata’sha smith Moderate Tegra’s Smithy (H16) 171
Theowald Weaver Male human weaver Minor Carpet Square (L4) 171
Wiltell, Captain Male rhy-horse Knight of the Blue Rose Major The Rose Hall (H8) 171

144
Chapter 8: People of Aldis
The safety and certainty of it all, however, gnaws at him,
The Folk of Aldis and he thinks back, perhaps over-fondly, to younger days
spent sleeping miserably in the mud, scrounging after the
While many people of Aldis can be simply summed up, barest whispers of great relics of the Old Kingdom. Some-
there are a great many more with unique skills, experi- times, Alfric wants to just disappear, setting aside his fine
ences, and backgrounds that require a bit more precise
handling. You’ll find these individuals in this section.
The following characters are listed alphabetically by Adele
first name, with a caption that mentions where they can be Abilities (Focuses)
found most often located in Aldis.
Accuracy 2 (Bite), Communication 2 (Psychic), Constitution
0, Dexterity 3 (Artisan, Stealth), Fighting 0 (Claws),
Adele Intelligence 1 (Shaping), Perception 2 (Hearing, Psychic,
Smelling), Strength 0 (Climbing), Willpower 2
Locations: Landsea Amphitheater, Elmbury (M5)
Speed Health Defense Armor Rating
A rhy-mouse with powerful
shaping arcana and an even more 13 20 13 0
powerful sense of fashion, Adele Weapon Attack Roll Damage
is extremely picky about which
shows she agrees to design for. Bite +4 1d3
She views her art as her calling; Claws +2 1d3
it is the way she contributes Special Qualities
to society. It is consistently
astounding how much passion is Arcana: Arcane Strike, Manipulate Object, Move Object,
contained in her tiny heart. Plant Shaping, Psychic Contact, Psychic Shield, Second Sight
Favored Stunts: Lightning Attack, That Makes Me Wonder
Adroi Leaning-Thorn Small Size: See page 173.
Talents: Psychic (Novice), Shaping (Journeyman)
Locations: Wraithwood Floral, Four Corners (O13)
Weapons Groups: Brawling, Natural Weapons
Leaning-Thorn seems incred-
ibly kind-hearted, especially to Threat: Minor
children and animals. She regu-
larly nurses injured birds and Adroi Leaning-Thorn
small animals back to health and Abilities (Focuses)
always has a nugget of honey- Accuracy 3 (Arcane, Staves), Communication 3 (Animism,
candy for any children who Deception, Persuasion), Constitution 1, Dexterity 1
visit her shop. This life of simple (Artisan), Fighting 0, Intelligence 3 (Natural Lore,
kindness and open affection to Shaping), Perception 1 (Visionary), Strength 1, Willpower 2
nearly all she meets has earned
her not only a very loyal following, but a diminutive army Speed Health Defense Armor Rating
of small birds and animals who hang around outside the 11 26 11 0
shop, waiting for her to come out to pet them and offer
them treats, which she happily does several times a day. Weapon Attack Roll Damage
Staff +5 1d6+2
Alfric Benneck Unarmed +3 1d3+1
Locations: Silver Shields Barracks, Silverhill (H15) Special Qualities

The middle-aged Alfric cuts a Arcana: Arcane Weapon, Imbue Unlife, Move Object, Plant
dashing figure, right down to the Shaping, Psychic Shield, Second Sight, Summon Spirit
snowy streaks at his temples and Favored Stunts: Effortless Arcana
the eyepatch he wears to cover Talents: Arcane Training (Novice), Intrigue (Novice),
an old injury gained during Shaping (Journeyman)
his youth as a treasure-hunter. Weapons Groups: Brawling, Staves
Under his leadership, the Silver
Equipment: Staff
Shields has flourished, and his
own wealth is now greater than Threat: Moderate
that of nearly half of his clients.

145
Chapter 8: People of Aldis
Alfric Benneck Amedee
Abilities (Focuses) Abilities (Focuses)
Accuracy 3 (Bows, Brawling), Communication 3 (Animal Accuracy 0, Communication 2 (Investigation),
Handling, Etiquette, Leadership), Constitution 5 (Stamina), Constitution 1, Dexterity 2, Fighting -1,
Dexterity 5 (Initiative, Riding), Fighting 6 (Bludgeons, Intelligence 5 (Cartography, Cultural Lore, Heraldry,
Heavy Blades), Intelligence 3 (Cultural Lore, Heraldry, Historical Lore, Religious Lore), Perception 3,
Military Lore), Perception 3 (Seeing, Tracking), Strength 0, Willpower 3 (Self-Discipline)
Strength 6 (Intimidation, Might), Willpower 4 (Morale)
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 12 24 12 0
15 130 15 5
Weapon Attack Roll Damage
Weapon Attack Roll Damage Hidden knife +0 1d6+1
Bastard sword +8 2d6+6 Unarmed +0 1d3
Unarmed +5 1d6+6
Special Qualities
Special Qualities
Arcana: Psychic Shield, Second Sight, Visions
Favored Stunts: Disarm, Dual Strike (3 SP), Inspire (2 SP), Favored Stunts: Speedy Search, That Makes Me Wonder
Mighty Blow (1 SP), Threaten (1 SP)
Bright Light Susceptibility: Amedee is blinded in bright
Expert Strike: Alfric knows when to strike with precision light (equal to full daylight) for one round when she is first
and when to strike with power. When he makes an attack, exposed to it.
Alfric can take up to a -3 penalty on his attack roll to receive a
Dark Sight: Amedee can see up to 30 yards in darkness
corresponding bonus to his damage roll. For example, Alfric
without a light source.
can take a -2 penalty on his attack roll to get a +2 bonus on
his damage roll. Alternatively, Alfric can receive up to a +3 Swift Recovery: Amedee’s Constitution ability is consid-
bonus on his attack roll if he takes a corresponding penalty ered 2 points higher for any of the recovery formulas given
on his damage roll. under Health and Healing in Chapter 1 of the Blue Rose
core rulebook.
Heroes’ Armor: Alfric has an armor rating of 5, or the rating
of the armor he is wearing—whichever is higher—even if he Talents: Contacts (Novice), Linguistics (Master), Lore
is not wearing armor. (Master), Visionary (Novice)
Quick Strike: Alfric can make a melee attack vs. an adjacent Weapons Groups: Bows, Brawling, Light Blades, Staves
opponent as a minor action. The attack roll and damage roll Equipment: Log book, spectacles, several books at any given
of this Quick Strike suffer a -2 penalty. This action cannot be moment, Hidden Knife
combined with Expert Strike.
Threat: Minor
Stunt Bonus: Alfric can make sweeping attacks on oppo-
nents before him. When he performs the Dual Strike combat
garb of silk and velvet, shrug back into an old, patched-up
stunt with a melee attack, he can hit two secondary targets
chain hauberk with a battleworn sword at his hip, and find
instead of one. All three of his targets (the original target and
a quest fit to make his heart sing once more.
his two secondary targets) must be adjacent to him either
when he makes the first attack or after he has used the Skir-
mish combat stunt to move next to them. Amedee
Veteran: Persevering through long hours of practice and Locations: The Folded Corner, Presston Heights (L8)
many bloody encounters has made Alfric a fearsome
combatant. When he inflicts damage with an attack, Alfric The vata’sha owner of the Folded
can add his focus bonus to his damage total if he has an Corner can be difficult to interact
applicable weapons group focus. The focus must match the with, as she tends to forget that
weapons group of the weapon he attacks with. not everyone has the extensive
Talents: Armor Training (Master), Command (Master), foundation of information that
Commander (Master), Inspire (Master), Quick Reflexes she does. She frequently makes
(Master), Two-Handed Style (Master), Unarmed Style (Master) references to obscure tomes as
if they are common knowledge.
Weapons Groups: Axes, Bows, Bludgeons, Brawling, Heavy
For those that do approach
Blades, Polearms
her experience and education,
Equipment: Bastard Sword, Medium Armor
though, Amedee is a resource worth knowing and culti-
Threat: Dire vating. Not only does she have a great deal of interest in the

146
Chapter 8: People of Aldis
Anya Pell Astirien
Abilities (Focuses) Abilities (Focuses)
Accuracy 1 (Bows, Brawling), Communication 2/3 (Deception*, Accuracy 4 (Bite), Communication 3 (Persuasion),
Investigation, Persuasion*), Constitution 3, Dexterity 2 Constitution 2, Dexterity 3 (Stealth), Fighting 0 (Claws),
(Lock Picking*, Riding, Stealth*), Fighting 4 (Heavy Blades, Intelligence 2, Perception 1 (Empathy),
Polearms), Intelligence 1/2 (Evaluation*, Heraldry), Strength 3, Willpower 0
Perception 2 (Searching), Strength 3, Willpower 0/2
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 13 75 13 4
12 65 12 4
Weapon Attack Roll Damage
Weapon Attack Roll Damage Bite +6 2d6+3
Longsword +5 2d6+3 Claws +2 1d6+3
Unarmed +3 1d3+3 Special Qualities
Special Qualities
Arcana: None; the Lich King’s experiments seem to have
Favored Stunts: And Another Thing (1 SP), Defensive removed the vata’an child’s innate arcane gifts.
Stance, Mighty Blow (1 SP) Favored Stunts: Mighty Blow, New Friends, Skirmish
Heroes’ Armor: Anya is considered to have an armor rating Concealed Weaponry: Most of the time, Astirien looks like a
of 4, or the rating of the armor she is wearing—whichever is perfectly normal, beautiful vata’an child. As a minor action,
better—even if she is not wearing armor at all. however, they may cast aside this pretense, sprouting long,
Talents: Intrigue (Journeyman), Observation (Novice), hooked claws and a maw full of razor-sharp fangs. While
Single Weapon Style (Journeyman) Astirien’s claws and fangs are concealed (which also requires
Weapons Groups: Bows, Brawling, Heavy Blades, Polearms a minor action), they may not use their bite or claw attacks.
Equipment: Light Armor, Longsword Dark Sight: Astirien can see up to 20 yards in darkness
without a light source.
Note: Numbers after the slash are those of Anya’s hidden
personality, and focuses marked with an asterisk belong Hollow Heart: The Lich King removed Astirien’s heart
solely to that personality. in the ritual that killed the child and raised them to
unlife. Astirien’s body cannot die until after their heart is
Threat: Minor (Moderate for destroyed. While the heart is intact, Astirien automatically
Anya’s hidden personality) recovers 25 Health every hour, regenerating even from total
physical obliteration, upon the precise spot where they were
various lores she’s studied, but she has almost perfect recol- “killed.” If Astirien’s heart is destroyed, their body crumbles
lection, and is able to tell curious information hunters which instantly (and permanently) to dust. Astirien’s heart could
books in her shop, or in one of a dozen private collections, a be anywhere, but it is most likely somewhere in Kern. It may
required tidbit might be found in. be a well-guarded artifact from Jarek’s reign, or it might just
be sitting somewhere in a box, forgotten.
Anya Pell Swift Recovery: Astirien’s Constitution ability is considered
2 points higher for Health recovery formulas.
Locations: Silver Shields Barracks, Silverhill (H15)
Weapons Groups: Natural Weapons
Anya’s is a mind that was
Threat: Major
broken apart and stitched back
together during childhood in
the Lich King’s arcane labora-
Astirien
tories. The calculating, malevo- Locations: Tarvenyl’s Tower, the Blessed Hills (H12)
lent will that lurks behind her
conscious mind remains one of When Astirien’s father,
Jarek’s loyal talons, gathering Tarvenyl, refused to betray
information on the homes, Aldis for the Lich King, Jarek
families, resources, and security claimed to have murdered the
measures of the company’s patrons. When this fabricated youth, but instead vindictively
personality deems the moment opportune, she intends to performed dire experiments on
strike for maximum mayhem, seeding fear and distrust the young vata’an. Years later,
throughout Silverhill in accordance with what she believes Tarvenyl discovered the truth.
her master would have wanted. During the war that saw the

147
Chapter 8: People of Aldis
Ayazrin Atelen Damaer
Abilities (Focuses) Abilities (Focuses)
Accuracy 6 (Light Blades), Communication 4 (Psychic), Accuracy 1, Communication 3 (Investigation), Constitution 1
Constitution 4, Dexterity 5 (Initiative, Stealth), (Drinking), Dexterity 2 (Artisan, Crafting), Fighting 1,
Fighting 2, Intelligence 3 (Arcane Lore, Healing, Military Intelligence 4 (Brewing, Engineering, Research), Perception 3
Lore, Sorcery Lore), Perception 4 (Psychic, Searching, (Searching), Strength 1, Willpower 2 (Courage, Purity)
Tracking), Strength 4, Willpower 6 (Courage, Self-Discipline)
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 12 15 12 1
15 115 15 4
Weapon Attack Roll Damage
Weapon Attack Roll Damage Dagger +1 1d6+2
Psychic weapon Staff +1 1d6+2
+8 2d6+4 (penetrating)
(light sword)
Special Qualities
Unarmed +6 1d3+4
Favored Stunts: Pierce Armor (1 SP), Stay Aware
Special Qualities
Talents: Artificer (Novice), Lore (Novice), Medicine (Novice)
Arcana: Arcane Weapon, Body Control, Cure, Enhance-
Weapons Groups: Bows, Brawling, Light Blades, Staves
ment, Psychic Shield, Psychic Weapon, Second Sight, Ward
Equipment: Dagger, Staff
Favored Stunts: Effortless Arcana (5 SP), Lethal Blow, Seize
the Initiative Threat: Minor
Arcane Stunt Aptitude: Ayazrin can perform the Effortless
Arcana stunt for 1 SP less than the normal cost. Atelen Damaer
Bright Light Susceptibility: Ayazrin is blinded in bright
Location: Last Bend, Lower Vash Valley (10)
light (equal to full daylight) for one round when he is first
exposed to it. A brilliant young woman
Dark Sight: Ayazrin can see up to 30 yards in darkness who recently passed the tests
without a light source. of nobility, Atelen first drew
Heroes’ Armor: Ayazrin is considered to have an armor the Crown’s attention when
rating of 4, or the rating of the armor he is wearing—which- she discovered an alchemical
ever is better—even if he is not wearing armor at all. mixture that more efficiently
Quick Strike: Ayazrin can make a melee attack vs. an adja- cleaned wastewater, and volun-
cent opponent as a minor action. The attack roll and damage teered to come to the capital to
roll of this Quick Strike suffer a -2 penalty. share her findings with others.
This selflessness brought her
Talents: Healing (Journeyman), Inspire (Journeyman),
into contact with other similar intellects, leading to more
Quick Reflexes (Master), Single Weapon Style (Master), Wild
innovations, until it was determined that the kingdom
Arcane (Novice)
might be better served with Atelen traveling the valleys
Weapons Groups: Brawling, Light Blades and finding ways to help people more directly.
Equipment: Light Leather Armor

Threat: Dire Ayazrin


Locations: Temple of the Eternal Dance (H17)
Lich King’s destruction, he undertook a secret mission to
recover his beloved progeny, only to discover an unliving A veteran of the most recent
monstrosity wearing the innocent face of a child; one that war against Kern, Ayazrin laid
could not be given peace in death by any craft known to down his arms at the end of
the powerful adept. that conflict, opting to retire to
Now, the creature that was Astirien bides its time a life of religious service. While
patiently in the depths of Tarvenyl’s home, awaiting still young by the standards of
an opportunity to escape and bring death and ruin to his people, he is a near peerless
the living. Its precise motivations and imperatives are warrior-adept. Few know of his
obscure and even seemingly random, following a set of exploits, and he is much better
programmed directives straight from the twisted intellect recognized in the capital city for
of the now-departed Lich King. Narrators should use this the fine job he does raking and pruning, and for taking the
in whatever way best benefits their chronicle. occasional pause to offer a hello or to admire the flowers.

148
Baroness of Whispers
Abilities (Focuses)
Accuracy 3 (Brawling), Communication 4
(Deception, Investigation, Persuasion, Romance),
Constitution 1, Dexterity 3 (Initiative, Legerdemain),
Fighting 0, Intelligence 2 (Cryptography), Perception 3
(Empathy, Searching), Strength 2, Willpower 2 (Morale)

Speed Health Defense Armor Rating


13 35 14 6

Weapon Attack Roll Damage


Fists +5 1d6+3
Quarterstaff +5 1d6+6
Special Qualities

Favored Stunts: And Another Thing, Efficient Search (1 SP),


Knock Down, Speedy Search (1 SP)
Slippery: The Baroness is hard to pin down, both in the heat
of combat and in the complexity of social situations. Oppo-
nents do not gain an attack bonus for outnumbering her in
melee combat. Normally, attackers gain up to a +2 bonus in
such circumstances. The Baroness also cannot be targeted by
a Sway the Crows roleplaying stunt unless the stunt’s user
pays an additional 1 SP to include her.
Stunning Repartee: The Baroness can daze or distract any
opponents within earshot with carefully chosen and timed
words. To use this power, the Baroness takes a major action
and must defeat the target in an opposed Communication
(Deception or Persuasion) test vs. their Willpower (Self-
Discipline). If successful, the target can only take a single
Move action on their next turn. The Baroness may also now
use the Stunned Silence roleplaying Stunt and the Taunt
combat stunt for 1 SP less than their usual cost.
Talents: Intrigue (Master), Martial Artist (Novice), Spy
(Master), Unarmed Style (Novice)
Weapons Groups: Bows, Brawling, Light Blades, Martial
Arts, Staves
Equipment: Quarterstaff, Hidden Masterwork Armor (Rein-
forced ×2, Well-Crafted: Stealth), Shielding Stone.

Threat: Dire

The Baroness of Whispers Finest also suspect the Baroness of being a powerful adept,
Locations: Anywhere in Aldis, but particularly the Match- or having a sorcerer willing to commit psychic crimes on
maker’s Guild, Marlicel’s Crossing (LA6) her payroll—she simply knows too much information that
could only be obtained by psychic invasion.
No one knows the Baroness’ true identity; when she meets For her own part, the Baroness is terrifyingly good at
with her underlings, she wears a white, waxen death what she does because she enjoys it. She loves her day job
mask, all the more unnerving for how softly she speaks. as a matchmaker, and takes as much professional satis-
The nobles of the Lake Ward only have scraps of infor- faction in uniting new lovers as she does in running her
mation about her. She must have come to power during Dominion. After all, crime is also about making matches,
Queen Jaellin’s rule. Over the last decade, Silence activi- between a burglar and the perfect manse, pickpockets and
ties in the Lake Ward have shifted from smuggling to the right crowd, or a con artist with the ideal mark. To
information and blackmail. Some within the Sovereign’s the Baroness, her clients at the Matchmaker’s Guild and

149
Chapter 8: People of Aldis
Belinda Vovubros Bulgan Urr
Abilities (Focuses) Abilities (Focuses)
Accuracy 5 (Brawling), Communication 1 (Bargaining), Accuracy 3 (Brawling, Light Blades), Communication
Constitution 3 (Drinking), Dexterity 0 (Legerdemain, 2 (Persuasion, Romance), Constitution 2 (Drinking),
Lock Picking), Fighting 0, Intelligence 3 (Evaluation), Dexterity 3 (Initiative, Stealth), Fighting 1, Intelligence 2,
Perception 2, Strength 5 (Driving, Might), Perception 1, Strength 2 (Might), Willpower 2
Willpower 3 (Morale)
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 13 32 13 1
10 48 10 3
Weapon Attack Roll Damage
Weapon Attack Roll Damage Dagger +5 1d6+3
Unarmed +7 1d6+5 Unarmed +5 1d6+2
Special Qualities Special Qualities
Favored Stunts: Jest, Knock Prone (1 SP) Favored Stunts: Flirt, Passionate Inspiration
Heroes’ Armor: Belinda is considered to have an armor Bright Light Susceptibility: Bulgan is blinded in bright
rating of 3, or the rating of the armor she is wearing—which- light (equal to full daylight) for one round when she is first
ever is higher—even if she isn’t wearing armor at all. exposed to it.
Pinpoint Attack: Once per round, Belinda can add 1d6 Dark Sight: Bulgan can see up to 30 yards in darkness
damage to a successful attack if her Dexterity is greater than without a light source.
that of the target of the attack. Talents: Contacts (Novice), Intrigue (Novice), Unarmed
Stunning Attack: Belinda can daze opponents with sharp Style (Novice)
blows to vulnerable areas. To make a stunning attack, Belinda Weapons Group: Bows, Brawling, Light Blades, Staves
uses the Aim action and then either a melee or a ranged attack.
Equipment: Dagger
If successful, she inflicts no damage, but her opponent must
make a successful TN 15 Constitution (Stamina) test or become Threat: Moderate
stunned. Stunned opponents can attempt the test again at the
start of their turn, and if successful can act normally. Other-
wise, stunned characters can only take a single Move action
Belinda Vovubros
on their turn. While her opponent is stunned, Belinda can use Locations: Vovubros & Daughters Dry Goods Shipping
Pinpoint Attacks against them with no regard for Dexterity. and Storage, The Shankle (O15)
Stunts are possible on her initial attack roll.
Talents: Carousing (Novice), Command (Novice), Unarmed Belinda’s mighty arms appear
Style (Journeyman) slightly too large even for her
impressive body, and she can
Weapons Groups: Bows, Brawling, Light Blades, Staves
sling bags of grain and heft
Equipment: Light Leather Armor barrels and crates with the
Threat: Major best of them. She also loves to
perform sleight-of-hand magic
tricks, even though she’s not
her underlings in the Silence are all just beautiful puppets,
very good at them.
dancing on her strings.
The Baroness prefers to work with those who understand
subtlety and loyalty first and foremost, letting those lieu-
Bulgan Urr
tenants work with the necessary rabble that form the main Locations: Thermai Spa, Sutro District (M10)
body of the Silence’s operatives. All her lieutenants are indi-
viduals one would almost never mistake for seasoned mob In a crowded room, Urr’s violet
criminals: the lamplighter who sees everything in a neigh- skin seems to glow as brightly
borhood, the gondolier who knows Lake Vash’s most—and as her smile. Her bow-shaped
least—traveled areas, the disgruntled palace bureaucrat lips are bookended by two
often overlooked for promotions, or the gossipy single ivory tusks polished to a high
father in the Lower Ward with a great many mouths to feed. sheen and inlaid with gold and
The appearance and identity of the Baroness of Whis- precious gems. Her almond-
pers is left undescribed, to allow Narrators room to incor- shaped eyes are rimmed by
porate her into their campaigns as they see fit. sultry, dark lashes, which she

150
Chapter 8: People of Aldis
Castien Nremen Chaedys Poeson
Abilities (Focuses) Abilities (Focuses)
Accuracy 1 (Brawling, Light Blades), Communication 3 Accuracy 3 (Light Blades), Communication 3 (Bargaining,
(Etiquette, Persuasion, Romance), Constitution 2 (Drinking), Persuasion), Constitution 2 (Drinking), Dexterity 1
Dexterity 2, Fighting 1, Intelligence 1 (Cultural Lore), (Riding), Fighting 0, Intelligence 3 (Military Lore, Writing),
Perception 2 (Empathy), Strength 0, Willpower 1 (Morale) Perception 2 (Seeing), Strength 0, Willpower 1

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
12 32 12 3 11 27 11 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Dagger +3 1d6+1 Shortsword +5 1d6+1
Rapier +3 1d6+1 Unarmed +3 1d3
Unarmed +3 1d3 Special Qualities
Special Qualities Favored Stunts: That Makes Me Wonder (2 SP), The Object
Favored Stunts: Bon Mot, And Another Thing, New Friends of Your Attention (2 SP, +2 bonus)

Dark Sight: Castien can see up to 20 yards in darkness Talents: Observation (Master), Oratory (Novice)
without a light source. Weapons Groups: Bows, Brawling, Light Blades, Staves
Swift Recovery: Castien’s Constitution ability is considered Equipment: Shortsword
2 points higher for any Health recovery formulas.
Threat: Moderate
Talents: Arcane Potential (Novice), Carousing (Novice),
Contacts (Novice), Intrigue (Journeyman), Observation
(Novice), Oratory (Novice), Psychic (Novice) Chaedys Poeson
Weapons Groups: Brawling, Heavy Blades, Light Blades Locations: Swallowtail Inn, the Retreat (M1)
Equipment: Light Leather Armor (tailored in the latest
fashion), matching set of Rapier and Dagger Poeson’s boyish features make
him appear much younger than
Arcana: Heart Reading
his fifty-odd years. He’s taken
Threat: Minor to wearing a curled mustache in
an effort to appear more mature,
enjoys peering out from underneath. She takes great but it unfortunately gives him
pride in moisturizing her skin to best show off the the look of a child playing dress-
shapely muscles cording and curving around her entire up in his father’s clothing. He
body. favors overpowering colognes
that leave a scent-wake when
he passes. The intent is to keep his authority lingering in
Castien Nremen a room long after he’s left; he believes this is partly why
Locations: Edgefield, the Apron (L2) service at the Swallowtail is so widely commended—the
boss always seems to be near.
Between his stunning white
hair and ice-blue eyes, and Chakri Ashcloak’s Ghost
the gracious charm which
comes naturally to the hand- Locations: The Griffon’s Quill, Cardamom (M9)
some vata’an publican, visi-
tors to the elegantly appointed When Hegwer sold his first
inn are rarely disappointed by bakery, Ashcloak became
their welcome. Though he is furious. Two days later, the oven
genial and welcoming, Castien fire occurred, and Ashcloak was
always deflects any questions never seen again. Many say he
about or references to his past. He is never rude about set the fire out of jealousy, but
it, although anyone crass enough to ask directly about accidentally killed himself in
his background will be told, point-blank, that his own the resulting conflagration. His
story is painful and not something he cares to recollect in spirit supposedly haunts the
casual conversation. premises, forever outside the

151
Chapter 8: People of Aldis
Chakri Ashcloak’s Ghost Connor Bartia
Abilities (Focuses) Abilities (Focuses)
Accuracy 4 (Brawling), Communication 1 (Psychic), Accuracy 1, Communication 2 (Performance), Constitution
Constitution 2, Dexterity 3 (Initiative, Stealth), 2 (Rowing, Swimming), Dexterity 2 (Sailing), Fighting 0,
Fighting 0, Intelligence 4 (Baking, Shaping), Intelligence 1 (Historical Lore), Perception 2 (Empathy,
Perception 3 (Hearing, Seeing), Strength 0, Willpower 4 Hearing), Strength 1, Willpower 1

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 (Flying) 37 13 0 12 (Land, Swim) 15 12 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Ghostly Touch +6 2d6+4 Dagger +1 1d6+2
Special Qualities Sling +1 1d6+3

Favored Stunts: Pierce Armor, Stunned Silence Unarmed +1 1d3+1


Arcana: Cold Shaping, Heart Shaping, Manipulate Object, Special Qualities
Move Object, Psychic Blast, Psychic Contact, Psychic Shield, Arcana: Water Shaping
Second Sight, Sorcerer’s Grip, Suggestion
Favored Stunts: Speedy Search, That Makes Me Wonder
Ghostly Touch: The touch of a ghost chills living things if
Dark Sight: Connor can see up to 20 yards in darkness
the spirit desires it, causing 2d6 + Willpower penetrating
without a light source.
damage. This attack uses the Accuracy (Brawling) focus and
ignores the target’s shield bonus. Dehydration: Connor must be immersed in water once per
day or consume twice as much water as a normal human.
Incorporeal: Ghosts are incorporeal, having a tenuous exis-
With no immersion and limited to normal human water
tence in the mortal world. They ignore the effects of terrain.
consumption or less, Connor gains a level of fatigue each day
Normally, only arcane attacks can harm them; other attacks
and cannot recover from fatigue until he is properly hydrated.
pass through their forms without effect. However, a char-
acter attacking a ghost such as Ashcloak can perform a Hold Breath: Connor can hold his breath for 60 rounds, plus
special stunt called Spirit Bane for 3 SP. The character then 6 rounds × his Constitution ability.
inflicts normal weapon damage, but substitutes Willpower Talents: Arcane Potential (Novice), Observation (Novice),
for Strength or Perception. Performance (Novice)
Talents: Observation (Novice), Psychic (Journeyman), Weapons Groups: Bows, Brawling, Light Blades, Staves
Shaping (Journeyman) Equipment: Dagger, any one musical instrument. Even off the
job, Connor prefers his gondolier’s uniform: white shirt and
Threat: Major
pants, with a different colorful scarf for each season.

Wheel of Rebirth. His ghost is focused entirely on making Threat: Minor


others understand his pain.
them for the good of Aldis. For the last twenty years, the sea-
Master Connor Bartia folk gondolier has acted as an unofficial informant for the
Crown, secretly feeding the Aldin Watch information when-
Locations: Anywhere along the waterways; Gondolier’s
ever he dares. He always turns down any offers of official
Guild, Firefly’s Rest (LA12)
employment, claiming that he is but a humble gondolier.
To most people, gondoliers
are cabbies and entertainers. Coral Coventina
Connor Bartia has made it his
Locations: The Salty Siren, Blueburg (O17)
life’s mission to be something
more. As an apprentice, he Coventina was born and raised
overheard whispers of an arson in Blueburg and has never
attempt from passengers as ventured beyond Aldis’ city
they disembarked. Unable to sit limits. Her stories of romance
by and do nothing, he anony- and intrigue are all culled from
mously tipped off the guards, books; a voracious reader, she
and he has no regrets about his choices to this day. spends nearly all of her time
While most of his fellow gondoliers keep their customers’ either reading, sleeping, or
secrets, Connor believes that as long as he has ears, he’ll use working. She dreams of being a

152
Chapter 8: People of Aldis
Coral Coventina The Cuckoo
Abilities (Focuses) Abilities (Focuses)
Accuracy 1 (Brawling, Light Blades), Communication 4 Accuracy 2 (Arcane), Communication 4 (Deception, Disguise,
(Bargaining, Gambling, Performance, Persuasion, Romance), Psychic), Constitution 1, Dexterity 2 (Stealth), Fighting 0,
Constitution 0, Dexterity 3 (Acrobatics), Fighting 0, Intelligence 3 (Arcane Lore, Healing, Sorcery Lore),
Intelligence 3 (Historical Lore), Perception 2 (Empathy), Perception 3 (Psychic), Strength 1, Willpower 3 (Self-Discipline)
Strength 1, Willpower 1
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 12 30 12 3
13 30 13 0
Weapon Attack Roll Damage
Weapon Attack Roll Damage Smuggled Cryston +4 2d6+3
Dagger +3 1d6+2 Stiletto +2 1d6+2
Unarmed +3 1d3+1 Special Qualities
Special Qualities
Arcana: Cure, Draw Vitality, Flesh Shaping, Mind Delving,
Favored Stunts: Bon Mot Mind Shaping, Psychic Contact, Psychic Domination,
Dark Sight: Coral can see up to 20 yards in darkness without Psychic Shield, Second Sight, Suggestion, Torment
a light source. Favored Stunts: And Another Thing (1 SP), Imposing
Dehydration: Coral must be immersed in water once per day Arcana, Lasting Arcana
or consume twice as much water as a normal human. With Attune Arcana: Reduce the familiarity modifier on any
no immersion and limited to normal human water consump- appropriate arcana rolls by -2.
tion or less, Coral gains a level of fatigue each day and cannot Corruption: The Cuckoo has embraced his Corruption, and
recover from fatigue until she is properly hydrated. starts with a Corruption score of 4. At the Narrator’s discre-
Hold Breath: Coral can hold her breath for 60 rounds, plus 6 tion, he may gain additional Corruption.
rounds × her Constitution ability. Talents: Arcane Training (Novice), Intrigue (Journeyman),
Talents: Carousing (Journeyman), Contacts (Novice), Observation (Novice), Psychic (Master), Healing (Novice)
Inspire (Novice), Lore (Novice) Weapons Groups: Brawling, Light Blades, Staves
Weapons Groups: Bows, Brawling, Light Blades, Staves Equipment: Smuggled Cryston, Stiletto, Hidden Armored
Equipment: Dagger Vest (Light Armor). In his guise as a sketch artist, he wears
colorful, well-made clothes that are carefully patched and
Threat: Moderate fraying at the edges.

star like Nirvelli Nerin (see The Landsea Amphitheater


Threat: Major
in the Middle Ward chapter), but her slightly drawling,
Outer Ward diction makes this unlikely. have information about more important individuals.
Occasionally, the Baroness orders him to delve into the
The Cuckoo mind of an Aldin resident. In these dangerous instances,
he uses the Mind Shaping arcanum to try and erase his
Locations: All over the Lake Ward, but particularly Dorn tracks.
and Byorn’s Golden Alehouse, Everlamp Way (LA7) Although the Baroness gives her precious Cuckoo
a long leash and many luxuries, he chafes under her
Practicing sorcery in the city
control. In some ways, the Cuckoo’s tale is a tragic one.
of Aldis is no easy task. In
Once a promising young adept in Garnet, Haleth fell
his public life, the Cuckoo is
under suspicion of sorcery. His image-conscious parents
a sketch artist named Haleth
disowned him for the mere rumor, though he hadn’t
Bailey. He spends his days
faced trial, and Haleth fled his home rather than endure
drawing passersby on the
further social disgrace. The Baroness quickly snapped
docks and selling his sketches.
him up when he drifted into the Lake Ward, desperate
The ruse gives him a good
for any kind of livelihood. During his time in her service,
excuse to spend extended
he has come to loathe both the Baroness and himself
periods of time in visual
for the psychic invasions he commits on her behalf. But
contact with someone, studying the potential targets
she has too much leverage for him to walk away, and
for psychic sorcery. He is careful to choose his victims
redemption seems but a cruel and distant dream after all
wisely, preferring traders, sailors, or travelers who might
his transgressions.

153
Chapter 8: People of Aldis
Dagen Vos
Abilities (Focuses)
Accuracy 3 (Brawling, Light Blades), Communication 3
(Leadership, Persuasion), Constitution 2 (Running),
Dexterity 3 (Stealth), Fighting 0,
Intelligence 1 (Navigation), Perception 2 (Searching),
Strength 2 (Climbing), Willpower 2

Speed Health Defense Armor Rating


13 30 13 (14 vs. melee) 3

Weapon Attack Roll Damage


Parrying Dagger +6 1d6+3
Rapier +6 1d6+3
Unarmed +5 1d3+2
Special Qualities

Favored Stunts: Lightning Attack, Sway the Crowd, Taunt


(1 SP), The Upper Hand
Stunning Repartee: Vos can daze or distract any opponents
within earshot with carefully chosen and timed words. To
use this power, he takes a major action and must defeat his
target in an opposed Communication (Deception or Persua-
sion) test vs. their Willpower (Self-Discipline). If successful,
the target can only take a single Move action on their next
turn. Vos may also now use the Stunned Silence roleplaying
Stunt and the Taunt combat stunt for 1 SP less than their
usual cost (making it a free use of Taunt).
Stunt Bonus: Vos is adept at finding the weak spots in his
opponents’ armor, physically and otherwise. He can perform
the Taunt combat stunt for 1 SP instead of the usual 2.
Talents: Dual Weapon Style (Novice), Duelist (Novice),
Quick Reflexes (Master), Oratory (Journeyman), Thievery
(Journeyman)
Weapons Groups: Bows, Brawling, Light Blades, Staves
Equipment: Parrying Dagger, Rapier, Light Leather Armor. A
consummate showman, Dagen eschews finery and dresses
like the street bravos who frequent the Dueling Club.

Threat: Major

most of his Kernish contacts to the wind. Burdened with


Dagen Vos grief and guilt, Dagen came to the capital for the first time
and applied himself to the tests of nobility with alarming
Locations: The Soul’s Flame, Steelcourt (LA5) zeal.
He passed the test of the Blue Rose scepter last year,
Dagen Vos’ life is one for the storybooks, and he’s only
and immediately began seeking support for military
just getting started. At only forty years old, he’s been a
action against the Shadowed Seven. After his personal
thief, a smuggler, a hero (to some), and now a noble. Once
efforts ended in tragedy, he firmly believes that only
a criminal, he turned his considerable talents for skirting
drastic action from the Crown can help the oppressed
authority toward helping Kernish refugees into Aldis.
people of Kern. He is a passionate and charismatic public
After the Lich King’s fall, he made bolder forays deep
speaker, with piercing grey eyes and a scar across his
into Kernish territory, eventually leading to a Skull Knight
neck. In a short period of time, he’s rallied an eclectic
uncovering the Kernish side of his operation. The Skull
group of people to his cause: Kernish refugees, nobles
Knights murdered several of his friends, and scattered
disaffected with Queen Jaellin, and even some of the

154
Chapter 8: People of Aldis
Dorrin Tyr Durian Jack
Abilities (Focuses) Abilities (Focuses)
Accuracy 3 (Arcane, Light Blades), Communication 3 Accuracy 2 (Brawling), Communication 3 (Romance),
(Etiquette, Persuasion, Romance), Constitution 2, Constitution 3 (Drinking), Dexterity 2 (Acrobatics),
Dexterity 3 (Initiative, Riding), Fighting 0, Fighting 0, Intelligence 3 (Shaping), Perception 2 (Empathy),
Intelligence 5 (Arcane Lore, Historical Lore, Strength 0, Willpower 2
Military Lore, Shaping), Perception 3, Strength 1,
Speed Health Defense Armor Rating
Willpower 4 (Meditative)
12 28 12 0
Speed Health Defense Armor Rating
Weapon Attack Roll Damage
13 80 13 3
Unarmed +4 1d3
Weapon Attack Roll Damage
Special Qualities
Rapier +5 1d6+2
Arcana: Move Object, Plant Shaping, Psychic Shield, Second
Cryston +5 2d6+4
Sight, Wind Shaping
Special Qualities
Favored Stunts: New Friends, Flirt
Arcana: Arcane Strike, Arcane Weapon, Body Control, Cure, Dark Sight: Jack can see up to 20 yards in darkness without
Enhancement, Manipulate Object, Move Object, Psychic a light source.
Contact, Psychic Shield, Second Sight, Summon Spirit Swift Recovery: Durian Jack’s Constitution ability is consid-
Favored Stunts: Imposing Arcana, Mighty Arcana ered 2 points higher for any of the recovery formulas given
Talents: Animism (Novice), Arcane Training (Journeyman), under Health and Healing in Chapter 1 of the Blue Rose core
Charmer (Journeyman), Healing (Novice), Oratory (Novice), rulebook.
Shaping (Journeyman) Talents: Carousing (Journeyman), Charmer (Journeyman),
Weapons Groups: Brawling, Light Blades, Staves Inamorata (Journeyman), Shaping (Journeyman)
Equipment: Cryston, Light Leather Armor, Rapier Weapons Groups: Bows, Brawling, Light Blades, Staves
Equipment: Basket of fresh, fine fruit, workman’s clothes in
Threat: Major
good condition, lover’s tokens from other intimates.

Aldin Guard. Depending on who’s talking, Dagen Vos Threat: Moderate


is either an irresponsible demagogue, a champion of the
refugees, or a man whose grief has overtaken his good Durian Jack
sense. Some also wonder what connection the old rebel
has with Kelyran, the Queen’s Consort, who once led the Locations: Market Bridge, Sutro District (M10)
insurgency in Kern.
Jack is known as a roguishly
handsome vata’an who takes
Dorrin Tyr full, flirtatious advantage of
Locations: Silver Shields Barracks, Silverhill (H15) his good looks. He sends a fruit
basket to each of his dalliances
Dorrin has plans within plans the morning after, meticulously
for expanding both the Silver choosing the contents to repre-
Shields’ power and influence, sent his partner’s personality.
and his own, with the ultimate How this gesture is received by
goal of assuming command of the recipient varies.
the company as its next First
Captain. A handsome young First Envoy Emeris Telford
adept, with a rakish grin and a
full head of hair like spun gold, Locations: Hall of Envoys, the Palace (H8)
he’s presently on the hunt for a
noble spouse whose wealth and political pull he can put to As one of the four lieutenant leaders for the Sovereign’s
good use in advancing his causes. And he doesn’t limit his Finest, Emeris Telford is a well known figure around
search purely to natives of Aldis; Dorrin is quite willing to court. Emeris has been an envoy for the last twenty-six
accept a proposal from a foreign dignitary, provided their years, having worked her way through the ranks, and
duties allow them (or, at the very least, their spouse) to many suspect she will become the Sovereign’s Envoy once
remain in the capital of the Kingdom of the Blue Rose. Sevantis Kard steps down.

155
Chapter 8: People of Aldis
Emeris is arguably among
Emeris Telford the best fighters in the Sover-
Abilities (Focuses) eign’s Finest, and certainly the
Accuracy 4 (Bows, Light Blades), Communication 3 best within its leadership. She
(Leadership), Constitution 3 (Stamina), Dexterity 2 (Riding), prefers to let others take care
Fighting 4 (Heavy Blades), Intelligence 4 (Cultural Lore, of the politicking, academics,
Historical Lore, Military Lore), Perception 4 (Seeing), and arcane details—for her, the
Strength 3, Willpower 3 (Self-Discipline) battle-readiness of every envoy
is the first priority. She is also a
Speed Health Defense Armor Rating fine historian, with a focus on
12 75 12 5 military history and tactics, but these are all means to an
end for her: the execution of violence when necessary, in
Weapon Attack Roll Damage the service of the Queen (whom wags among the envoys
Dagger +6 1d6+4 say Emeris is more than a tiny bit in love with).
Longsword +6 2d6+3
Longbow +6 1d6+7
Emile Hazestar
Special Qualities Locations: The Oubliette, the Singe (M3)

Favorite Stunts: Inspire, Knock Prone, Mighty Blow (1 SP if Hazestar is not completely
using longsword), Threaten without musical skill, but his
Expert Strike: Emeris knows when to strike with preci- work isn’t especially striking.
sion and when to strike with power. When she makes an He may well never become the
attack, Emeris can take up to a -3 penalty on her attack roll famed performer he dreams of
to receive a corresponding bonus to her damage roll. For being. However, he is nothing if
example, Emeris can take a -2 penalty on her attack roll to not tenacious.
get a +2 bonus on her damage roll. Alternatively, Emeris Hazestar is grateful for the
can receive up to a +3 bonus on her attack roll if she takes a chance to perform at the Oubli-
corresponding penalty on her damage roll. ette as often as he does, for the
Heroes’ Armor: Emeris is considered to have an armor rating
of 5, or the rating of the armor she is wearing—whichever is Emile Hazestar
better—even if she is not wearing armor at all. Abilities (Focuses)
Stunt Bonus: Emeris’ highly developed combat skills allow Accuracy 2 (Arcane, Staves), Communication 3
her to make sweeping attacks on opponents before her. (Performance), Constitution 2, Dexterity 1,
When she performs the Dual Strike combat stunt with a Fighting 0, Intelligence 2 (Musical Lore, Shaping),
melee attack, she can hit two secondary targets instead of Perception 1 (Hearing), Strength 0, Willpower 1
one. All three of her targets (the original target and her two
secondary targets) must be adjacent to Emeris either when Speed Health Defense Armor Rating
she makes the first attack or after she has used the Skirmish 11 22 11 0
combat stunt to move next to them.
Weapon Attack Roll Damage
Veteran: Persevering through long hours of practice and
many bloody encounters has made Emeris a fearsome 1d6 (Lute shatters if
Lute +2
combatant. When she inflicts damage with an attack, Emeris damage is3 or greater)
can add her focus bonus to her damage total if she has an Staff +4 1d6+1
applicable weapons group focus. The focus must match the
Unarmed +2 1d3
weapons group of the weapon she attacks with.
Special Qualities
Talents: Armor Training (Journeyman), Command (Master),
Commander (Master), Diplomat (Novice), Lore (Novice), Favored Stunts: Fast Casting, Lasting Arcana, Stunned
Medicine (Novice), Oratory (Journeyman), Single Weapon Silence (2 SP)
Style (Master) Arcana: Move Object, Light Shaping, Psychic Shield, Second
Weapons Groups: Axes, Bows, Brawling, Heavy Blades, Sight, Sound Shaping
Light Blades, Staves Talents: Performance (Novice), Shaping (Journeyman)
Equipment: Chainmail Armor (Medium), 2 Daggers, Weapons Groups: Brawling, Staves
Longbow, Longsword
Equipment: Inlaid Lute, Mahogany Lute, Staff
Threat: Dire Threat: Minor

156
Chapter 8: People of Aldis
house permits him to enjoy the establishment’s other diver- Evan Green
sions once his performances are completed for the evening.
Locations: The Ballad & Blade, the Commons (H5)
Erevan Alfaeo The owner of The Ballad &
Locations: The Royal Rose Society, Kyanite (M2) Blade, Evan is a retired member
of the Sovereign’s Finest. While
A night person orphan adopted nowadays he would much
by a human family, Erevan rather sling a mug of ale than
is heir to the Alfaeo shipping sling a sword, even so, he keeps
fortune and one of the most his old armor and gear behind
notable night people in Aldis. the bar just in case. Talking
He is known for his deep sense about his days as an envoy is
of honor; while the Alfaeos one of the few subjects which
also have a number of natural darken his otherwise sunny disposition.
children, they are known for That said, every envoy known to Evan who comes into
being spoiled, reckless, and the Ballad & Blade can count on their first drink being on
even cruel. The family’s matriarchs privately regret this, the house. He is subtle about this, so as to protect the identi-
but dutifully hide their children’s escapades as best they ties of undercover envoy. But he is seemingly quite in the
can anyway. Meanwhile, the Alfaeo family trumpets the know, setting up drinks with a simple “On the house” in
successes of Erevan, who has proven to be a hard worker front of even brand-new envoys, and those who have never
and brilliant businessman. His one obvious weakness is actually been in the city of Aldis before. The only excep-
his propensity to carry around an antique shortsword he tion to this is for those envoys who operate in deep cover—
wields like a carpenter’s mallet; he believes keeping the although there is question whether he is respecting that
sword at his hip helps him cut a more dashing figure, deep cover, or simply unaware of them.
worthy of his adoptive family’s legacy.
Evan Green
Erevan Alfaeo Abilities (Focuses)
Abilities (Focuses) Accuracy 3 (Bows, Light Blades), Communication 3
Accuracy 0 (Light Blades), Communication 3 (Bargaining), (Bargaining), Constitution 2 (Drinking), Dexterity
Constitution 2, Dexterity 3 (Artisan, Stealth), 2 (Riding), Fighting 3 (Heavy Blades), Intelligence 1,
Fighting 2 (Bludgeons), Intelligence 1 (Evaluation, Perception 2 (Tasting), Strength 3 (Might), Willpower 1
Historical Lore), Perception 1 (Touching),
Speed Health Defense Armor Rating
Strength 3 (Intimidation, Might), Willpower 2
1 47 12 (15 with shield) 5
Speed Health Defense Armor Rating
Weapon Attack Roll Damage
13 37 13 0
Longsword +5 2d6+3
Weapon Attack Roll Damage
Longbow +5 1d6+5
Shortsword +2 1d6+4
Unarmed +3 1d6+3
Unarmed +0 1d3+3
Special Qualities
Special Qualities
Favorite Stunts: Knock Prone (1 SP), Mighty Blow (1 SP if
Favored Stunts: Mighty Blow, New Friends using longsword), Set Up
Bright Light Susceptibility: Erevan is blinded in bright Heroes’ Armor: Evan is considered to have an armor rating
light (equal to full daylight) for one round when he is first of 2, or the rating of the armor he is wearing—whichever is
exposed to it. better—even if he is not wearing armor at all.
Dark Sight: Erevan can see up to 30 yards in darkness Talents: Carousing (Journeyman), Contacts (Novice),
without a light source. Guardian (Journeyman), Medicine (Novice), Observation
Talents: Contacts (Journeyman), Diplomat (Journeyman), (Novice), Single Weapon Style (Journeyman), Unarmed
Linguistics (Journeyman), Lore (Novice), Scouting (Novice) Style (Journeyman), Weapon and Shield Style (Journeyman)
Weapons Group: Bludgeons, Bows, Brawling, Light Blades, Weapons Groups: Bows, Brawling, Heavy Blades, Light Blades
Staves Equipment: Dagger, Longbow, Longsword, Medium Leather
Equipment: Antique Shortsword Armor, Medium Shield

Threat: Moderate Threat: Moderate

157
Chapter 8: People of Aldis
Fourash Tallore Freewell Pineton
Abilities (Focuses) Abilities (Focuses)
Accuracy 2 (Bite), Communication 1 (Psychic), Accuracy 2 (Arcane), Communication 2 (Animal Handling),
Constitution 2, Dexterity 3 (Artisan, Stealth), Fighting 1 Constitution 0, Dexterity 1, Fighting 0, Intelligence 2
(Claws), Intelligence 1, Perception 3 (Hearing, Smelling), (Arcane Lore, Healing), Perception 3 (Empathy),
Strength 1 (Jumping), Willpower 2 Strength 0, Willpower 2 (Self-Discipline)

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 27 13 0 11 10 11 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Bite +4 1d6+4 Staff +2 1d6+1
Claws +3 1d6+ Unarmed +2 1d3
Special Qualities Special Qualities
Arcana: Calm, Manipulate Object, Move Object, Plant Arcana: Body Control, Cure, Psychic Shield, Second Sight,
Shaping, Psychic Contact, Psychic Shield, Second Sight, Sleep
Sense Minds, Summon Spirit Favored Stunts: Disarm, Fast Casting
Favored Stunts: Set Up, Speedy Search Talents: Animal Training (Journeyman), Arcane Training
Nightvision: Fourash can see in near darkness as if it were (Novice), Healing (Novice)
normal light. Weapons Groups: Brawling, Staves
Talents: Psychic (Journeyman), Shaping (Journeyman), Equipment: Staff
Tooth and Claw (Novice)
Weapons Groups: Brawling, Natural Weapons Threat: Minor

Threat: Moderate Greene Mouseblossom


Fourash Tallore Locations: The Oubliette, the Singe (M3)

Locations: Alfaeo Estate, Kyanite (M2) Greene Mouseblossom much


prefers lurking in shadows
In his youth, Fourash Tallore to being in the spotlight, and
was a member of the Sover- is more than happy when
eign’s Finest; he has long since everyone pays more attention
retired and now focuses his to her dancing flames than the
energies on creating musical woman controlling them. She
instruments. Some say he obses- was raised by her uncle, a cruel
sively crafts duduks (woodwind man with no use for children,
flutes that produce a haunting, blood or no. Her psychological
purr-like song) in search of a scars from her upbringing are deep and pain her greatly.
way to exactly replicate the
purr of a rhy-cat he once loved; Tallore finds such rumors Grer Voubros
amusing, but has never denied them, either.
Locations: Hedgerow House, Moonpoint (M12)
Freewell Pineton Voubros devoted her life to the
Locations: Hedgerow House, Moonpoint (M12) specialized training that would
one day allow her to work at
Though none would guess it Hedgerow House. However,
based on his wizened frame, part of her psyche remains
Pineton was once a member permanently scarred by the
of the Sovereign’s Finest, jour- murder she witnessed as a child;
neying far and wide as an she has had her room sound-
adept healer. He still has many proofed with thick curtains and
contacts in the organization. He upholstered walls due to how
now relies heavily on a pair of often she wakes up screaming. Because of her dreams, she
crutches to walk. occasionally chooses to go several days without sleep.

158
Chapter 8: People of Aldis
Greene Mouseblossom Grer Voubros
Abilities (Focuses) Abilities (Focuses)
Accuracy 5 (Arcane), Communication 2 (Performance), Accuracy 1, Communication 3 (Bargaining, Psychic),
Constitution 1 (Stamina), Dexterity 2 (Acrobatics, Constitution 0, Dexterity 2 (Acrobatics, Calligraphy), Fighting 0,
Calligraphy), Fighting 0, Intelligence 5 (Arcane Lore, Intelligence 3 (Arcane Lore, Healing), Perception 4 (Empathy,
Musical Lore, Shaping), Perception 2 (Seeing), Psychic, Visionary), Strength 0, Willpower 2 (Self-Discipline)
Strength 0, Willpower 3 (Purity)
Speed Health Defense Armor Rating
Speed Health Defense Armor Rating 12 25 12 0
12 36 12 0
Weapon Attack Roll Damage
Weapon Attack Roll Damage Unarmed +1 1d3
Staff +5 1d6+1
Special Qualities
Unarmed +5 1d3
Arcana: Calm, Cure, Mind Shaping, Psychic Contact,
Special Qualities Psychic Shield, Scrying, Second Sight, Sleep, Visions
Arcana: Fire Shaping, Light Shaping, Manipulate Object, Move Favored Stunts: Powerful Channeling, Jest
Object, Psychic Shield, Second Sight, Summon Spirit Talents: Healing (Novice), Psychic (Journeyman), Visionary
Favored Stunts: Effortless Arcana, Split Arcana (3 SP), Stunned (Novice)
Silence (2 SP) Weapons Groups: Brawling, Staves
Arcane Power: Greene may add her Willpower to the damage Equipment: Money pouch, small ceramic jar of stimulant tea,
done by any Arcanum that does damage to a target. fine merchant’s garb
Arcane Stunt Aptitude: Greene can perform the Split Arcana
stunt for 1 SP less than the normal cost. Threat: Moderate
Talents: Animal Training (Novice), Lore (Novice), Observation
(Novice), Performance (Journeyman), Shaping (Master)
Hexton Reyes
Weapons Groups: Brawling, Staves Abilities (Focuses)
Equipment: Staff Accuracy 3 (Brawling, Light Blades), Communication 4
(Deception, Investigation, Performance), Constitution 2,
Threat: Major Dexterity 2 (Lock Picking, Riding), Fighting 3,
Intelligence 3 (Cryptography), Perception 4 (Empathy,
Searching), Strength 2 (Climbing), Willpower 3
Hexton Reyes
Speed Health Defense Armor Rating
Locations: Alaric’s House, Highmark (H9)
12 48 12 5
From an early age, Hexton was
Weapon Attack Roll Damage
trained to be one of the Sover-
eign’s spies. Since completing Dagger +5 1d6+6
his apprenticeship, Hexton Shortsword +5 1d6+6
has begun cultivating his
Unarmed +5 1d3+5
network of informants around
the city, and building a series Special Qualities
of personas he can assume as Favorite Stunts: Efficient Search (1 SP), Pinpoint Attack,
and when required. His main Speedy Search (1 SP), Stay Aware
personas are Selin, a young Heroes’ Armor: Hexton is considered to have an armor
party boy with more than enough money to make all rating of 2, or the rating of the armor he is wearing—which-
his remaining years comfortable, and Nix, a street tough ever is higher—even if he isn’t wearing armor at all.
known for his brawling abilities. Lethality: Hexton uses his wits to hit enemies where it hurts.
Given that he operates out of Aldis, almost no envoys He adds his Intelligence to his damage when making attacks.
here recognize him. The mentor with whom he appren- Talents: Contact (Novice), Insight (Novice), Intrigue (Jour-
ticed taught him spycraft by requiring him to live full-time neyman), Observation (Novice), Roof Running (Journeyman),
for six months as four different personas (two of which Spy (Journeyman)
were Selin and Nix), giving him solid backgrounds for Weapons Groups: Bows, Brawling, Light Blades, Staves
each. Hexton has only met his mentor (whom the Narrator Equipment: 5 Daggers, Medium Leather Armor, Shortsword,
is left to detail) and Kaiphan Ildar, the First Envoy who various disguise kits
usually oversees espionage operations. He’s a deep cover
asset, ready to act when called upon by his Queen. Threat: Major

159
Chapter 8: People of Aldis
Julinn the Masqueless of those corrupt adepts truly fell in love with the creature
sent to seduce him in the process of probing his master’s
Locations: The House of the Thousand Ways, Silverhill (H15) household for weaknesses.
That love drove the warrior to abandon his liege, and
The truth of Julinn is their direst secret: once, they were
to seek a way to free Julinn from Shadow’s bonds. He
a whisperer in service to In’nassi, and merely a weapon
succeeded, but at the cost of his own life, and for the
used by the Sorcerer Kings in their struggles against one
first time, Julinn the Masqueless knew what it was to be
another. At least, they were until a warrior sworn to one
touched by real love. In that moment, In’nassi’s hold was
forever broken, and Julinn set out across Aldea to make
Julinn the Masqueless amends for their prior wickedness.
Abilities (Focuses) While no longer a darkfiend and instead a wholly unique
Accuracy 2 (Light Blades), Communication 5 (Bargaining, sort of creature, Julinn is nevertheless still most comfort-
Disguise, Etiquette, Leadership, Performance, Persuasion, able in the realm of carnal desire. Now, however, they are
Psychic, Romance), Constitution 4, Dexterity 4 (Calligraphy, motivated by healthy expressions of sexuality, rather than
Stealth), Fighting 1, Intelligence 4 (Arcane Lore, Cultural
Lore, Historical Lore, Sorcery Lore), Perception 3 (Empathy),
Strength 2, Willpower 5 (Faith, Purity, Self-Discipline)

Speed Health Defense Armor Rating


14 75 14 4

Weapon Attack Roll Damage


Stiletto +4 1d6+3
Special Qualities

Arcana: Calm, Heart Reading, Heart Shaping, Illusion, Mind


Delving, Mind Reading, Psychic Contact, Psychic Shield, Scrying
Favored Stunts: And Another Thing (1 SP), Defensive
Stance, Entrancing Words (2+ SP), Flirt, New Friends,
Stunned Silence (2 SP)
Darkvision: Julinn can see perfectly in total darkness.
Tough: Julinn’s skin provides a natural Armor Rating of 4.
Due to Julinn’s arcane nature, this Armor Rating protects
against all damage, even that not normally affected by armor.
Entrancing Words Stunt: For 2 SP per target affected, Julinn
speaks to a character or characters, attempting to distract
them with honeyed words. The target must succeed on an
opposed Willpower (Self-Discipline) test versus Julinn’s
Communication (Deception). Failure means the target suffers
a -3 penalty to any attacks against Julinn, or to any opposed
rolls against Julinn, until the end of the encounter. Julinn can
only use this ability on a target once per encounter. This can
be used as either a combat or roleplaying stunt.
Gift of Forms: Julinn can change their outward appearance
with a minor action, providing them a +2 circumstance bonus
to any Communication (Disguise) or Communication (Decep-
tion) tests to appear as a humanoid of any desired size, shape,
race, age, or gender. They often use this power to appear in
as pleasing a form as possible to a target, providing a circum-
stance bonus of +2 to all Communication (Romance) and
Communication (Persuasion) tests when dealing with them.
Talents: Contacts (Master), Intrigue (Master)
Weapons Groups: Light Blades
Equipment: Stiletto

Threat: Dire

160
Chapter 8: People of Aldis
the cruel predation in which they used to remorselessly Magda likes to joke that she and
indulge. Centuries of travels enabled Julinn to amass a her siblings are touched by fire,
fortune, which they eventually turned to the creation and there certainly seems to be
of the House of the Thousand Ways so that they might some truth to the sentiment. In
share the joys of physical pleasure, and the mental and addition to their smithing work,
emotional wellbeing it engenders, with as many people Ilah is keenly studying the
as possible. Soul’s Flame as an arcane arti-
Still, however, they remember their own monstrous fact, hoping to unlock its secrets
past, and take every possible step to ensure that only safe, and cement the family name in
respectful, consensual sex occurs within their house, both Aldin history.
out of a newfound sense of right and wrong, and to honor To use the optional trade focuses rule from Chapter 3 of
that warrior who looked past raw, vicious, animal lust to the Blue Rose core rulebook, specify Ilah as an armorsmith,
see something greater and worthier within Julinn. Kiren as a jeweler, and Magda as a weaponsmith. Grant
them each a default +3 bonus for the narrower focus.
Kiren, Ilah, & Magda Stagmarr
Locations: The Soul’s Flame, Steelcourt (LA5)
Kile Mistraker
Locations: Windsea Symphony, Whalefin (M6)
The Stagmarrs hail from the port city of Elsport. All three
share the islander look of dark skin, stocky build, and The Windsail was actually
brown hair tinged with gold. For generations, the modest struck by lightning during
family business produced ship parts and metal goods for one of Mistraker’s first perfor-
trade with the Scatterstar Archipelago. Everything changed mances, destroying one of the
when Ilah, Kiren, and Magda were born with fire-shaping seven sails. Mistraker famously
abilities, and each mastered different elements of their craft. adapted his songs on the spot to
use only the remaining six sails
and continued the symphony.
The Stagmarr Siblings Privately, he has a personality
Abilities (Focuses) as tempestuous as his music.
Accuracy 0, Communication 1, Constitution 2 (Stamina), One ex-lover described him as constantly vacillating
Dexterity 3 (Crafting, Artisan), Fighting 1 (Bludgeons), between tender and brutal.
Intelligence 2 (Arcane Lore for Ilah, Military Lore for
Kiren and Magda, Shaping), Perception 1, Kile Mistraker
Strength 3 (Smithing), Willpower 1
Abilities (Focuses)
Speed Health Defense Armor Rating Accuracy 1 (Arcane), Communication 3 (Etiquette,
13 20 13 0 Performance), Constitution 1, Dexterity 2,
Fighting 0, Intelligence 3 (Musical Lore, Shaping),
Weapon Attack Roll Damage
Perception 3 (Empathy, Hearing), Strength 1, Willpower 2
Hammer +3 2d6+3
Speed Health Defense Armor Rating
Special Qualities
12 26 12 0
Favored Stunts: Resources at Hand, Skillful Channeling (1 SP)
Weapon Attack Roll Damage
Arcana: Fire Shaping, Manipulate Object, Move Object,
Psychic Shield, Second Sight Staff +1 1d6+2
Arcane Channeling: The sisters may use the Skillful Chan- Unarmed +1 1d3+1
neling arcane stunt for 1 SP instead of its usual cost of 2, Special Qualities
and when using the Powerful Channeling arcane stunt, they
treat the result as if they’ve spent +1 SP on it—although they Arcana: Heart Reading, Mind Shaping, Move Object, Psychic
must spend at least 1 SP to gain this bonus. Shield, Second Sight
Talents: Artificer (Master), Shaping (Journeyman) Favored Stunts: Stunned Silence, Sway the Crowd (1 SP)
Weapons Groups: Bludgeons, Brawling Talents: Arcane Potential (Journeyman), Performance (Jour-
neyman), Shaping (Journeyman)
Equipment: Hammer, smithing tools, meditation stone. Kiren
interacts more with the visiting public, and keeps herself Weapons Groups: Brawling, Staves
better dressed than Ilah or Magda. Equipment: Staff.

Threat: Moderate Threat: Moderate

161
Chapter 8: People of Aldis
Professor Kyra Emauri Linnea Selder
Abilities (Focuses) Abilities (Focuses)
Accuracy 0 (Staves), Communication 2 (Etiquette), Accuracy 1, Communication 2 (Deception),
Constitution 2, Dexterity 1, Fighting 1, Intelligence 3 Constitution 2, Dexterity 2 (Sailing, Stealth),
(Arcane Lore, Natural Lore, Research, Shaping), Fighting 0, Intelligence 4 (Arcane Lore, Natural Lore,
Perception 2 (Smelling), Strength 1, Willpower 1 Shaping, Sorcery Lore), Perception 3,
Strength 0, Willpower 4
Speed Health Defense Armor Rating
11 20 11 0 Speed Health Defense Armor Rating
12 50 12 1
Weapon Attack Roll Damage
Staff +2 1d6+2 Weapon Attack Roll Damage

Special Qualities Dagger +1 1d6


Special Qualities
Arcana: Earth Shaping, Move Object, Plant Shaping, Psychic
Shield, Second Sight Arcana: Draw Vitality, Harm, Light Shaping, Nature
Favored Stunts: The Object of Your Attention, Powerful Reading, Plant Shaping, Sorcerer’s Grip, Weather Shaping
Channeling Favored Stunts: Advantageous Positioning, Skillful Chan-
Talents: Lore (Journeyman), Shaping (Journeyman) neling
Weapons Groups: Brawling, Staves Talents: Shaping (Master), Wild Arcane (Novice)
Equipment: Staff, stamina elixir. Kyra’s clothes are almost Weapons Groups: Brawling, Light Blades, Staves
always covered in a healthy dusting of dirt, except the one Equipment: Dagger
nice uniform that she keeps for formal occasions.
Threat: Moderate
Threat: Moderate
Linnea Selder
Professor Kyra Emauri Locations: Fellows of Lake Vash Guildhouse, Rosewater
Locations: Institute of Arcanobotany, Bloomridge (LA1) Head (H18)

Kyra Emauri looks more like Linnea likes to claim she enjoys
an adventurer than a professor, the solitude of her rainy-day
with her sturdy hands, sun- boating trips because they
tanned skin, and unruly mop remind her of the happy but
of curly black hair. After she often gray days she spent out on
finished her basic studies at the the water with her great-grand-
Royal College, she left to travel mother as a little girl. Her nosta-
with a Roamer caravan. She glic words are nothing but lies.
gathered seeds from all over Linnea is a sorcerer fully
Aldea, and even managed to under the sway of Shadow, and
procure a few from Rezea and Lar’tya. When she returned solitary contemplation is by no means her motivation for
to begin her teaching career, she quickly attracted a group traversing the length of Lake Vash while remaining essen-
of like-minded plant-shapers. tially unobserved. In truth, she seeks a way of using the
Within two years, the College’s own gardens ran out of waters of Lake Vash itself to cause harm to the people of
space, and Dean Nicodemus Wade grew weary of vines the capital in the name of the Queen of the Burning Eyes. A
snaking through classrooms and dormitories. He petitioned great—and terrible—reward awaits her if she is successful.
Queen Jaellin to grant Kyra and her students their own Though she is not aware of it, Linnea’s existence has come
facilities outside the crowded High Ward. Since suddenly to the attention of the Silence. The Cuckoo’s arts have
discovering herself in charge of an entirely new academy, revealed that he is not the only sorcerer at work in Aldis,
Kyra has certainly come into her own. The added space is and he has reported these findings to the Baroness of Whis-
a great boon to the depth and breadth of not only her own pers. Together, the two of them seek to discover the iden-
experiments and projects, but also to the kinds of projects tity of this unknown sorcerer; so far, their investigation has
she can now approve for her students. Kyra is very careful led them to know that the person they seek is often found
to keep track of any and all student projects that even near—or even on —the lake itself. Linnea has just started
vaguely sound as if they might have shady applications, to notice shady figures lurking around some of her haunts,
including poisons, herbs with sorcerous uses, and the like. and is beginning to grow concerned.

162
Chapter 8: People of Aldis
Lisaya Silán Maejar
Abilities (Focuses) Abilities (Focuses)
Accuracy 4 (Light Blades), Communication 2 (Deception, Accuracy 2 (Bite), Communication 0, Constitution
Investigation), Constitution 1, Dexterity 3 (Legerdemain, Lock 2 (Running), Dexterity 2, Fighting 4, Intelligence 2,
Picking, Riding), Fighting 0, Intelligence 2 (Cryptography), Perception 5 (Hearing, Psychic, Searching, Smelling,
Perception 4 (Hearing), Strength 0, Willpower 2 Tracking), Strength 2 (Intimidation, Jumping),
Willpower 1 (Courage, Morale)
Speed Health Defense Armor Rating
13 60 13 3 Speed Health Defense Armor Rating
12 37 12 0
Weapon Attack Roll Damage
Dagger +5 1d6+1 Weapon Attack Roll Damage

Unarmed +2 1d3 Bite +4 1d6+5

Special Qualities Special Qualities

Favored Stunts: And Another Thing (1 SP), Efficient Search Arcana: Psychic Contact, Psychic Shield, Second Sight
(1 SP), Skirmish, Speedy Search (1 SP) Favored Stunts: Knock Prone (-1 SP), Skirmish
Talents: Contacts (Novice), Intrigue (Journeyman), Spy Talents: Contacts (Journeyman), Inspire (Novice), Psychic
(Journeyman), Street Smarts (Novice) (Novice), Tooth and Claw (Journeyman)
Weapons Groups: Bows, Brawling, Light Blades, Staves Weapons Groups: Brawling, Natural Weapons
Equipment: Dagger, Light Armor (concealed) Threat: Major
Threat: Moderate
Maejar
Lisaya Silán Locations: Creston’s Academy, Red Bluff (L10)
Locations: The Cockerel and Onion, Lendri’s Narrow
Maejar is a rhy-hound bonded to
(H14)
Laert Keller, the headmaster of
Because Grammen is known to Creston’s Academy in the Lower
offer employment to Kernish Ward’s Red Bluff neighborhood.
refugees, the Crown deemed Bonded in their youth when
it wise that the Cockerel and Laert served as one of the Sover-
Onion have a minder, to ensure eign’s Finest, Laert and Maejar
the owner’s soft spot for his are inseparable, and Maejar
former countrymen doesn’t serves as both protection and a
enable an enemy agent to slip status symbol for the academy.
in through his kitchen. Thus, He also considers every student that passes through the
Lisaya—a spy in her own right, academy to be one of his “very own,” and often stays in
loyal to Queen Jaellin—was secretly assigned to the contact with them even after graduation (the source of his
establishment. Contacts talent). It is not unusual to find Maejar sitting in
A plain-faced human woman, broad-shouldered and on one-on-one communication with a student, discussing the
the short side, she tends to blend right into a crowd. Over problems they face at home or at school. While some of the
the course of the year she’s been there, Lisaya has figured parents consider the rhy-hound to be a bit on the “nosy”
out that Grammen harbors feelings for her—which side, Maejar doesn’t hesitate to intervene where the welfare
wouldn’t be so bad, save for the fact she’s slowly realizing or safety of one of his charges is concerned.
she feels the same way about him, and he has no idea why Maejar is also known to check in psychically with those
she’s truly there. Despite this, Lisaya remains dedicated students currently experiencing difficulties, discreetly
to her purpose, keeping an eye out for signs of question- seeing how they’re feeling and giving permission if they
able personages from Kern. Though she would deny it to need to take a break or find a place to cry (where he’s
anyone else, she secretly worries that her growing affec- invariably waiting for them, of course). Even Laert knows
tions for Grammen might not only make her miss some- better than to object to such sudden retreats—as Maejar has
thing in the future, but that they could have already. As a
argued on multiple occasions, a child who is suffering isn’t
result, Lisaya comes across as slightly hesitant in nearly
learning anyway. It is their responsibility as caregivers to do
every interaction she has with Grammen and the Kernish
what they can to comfort the child and hopefully help them
folk of the establishment.
find a frame of mind from which to learn again.

163
Chapter 8: People of Aldis
Marnetta Savahn Nellia Aramys
Abilities (Focuses) Abilities (Focuses)
Accuracy 4 (Light Blades), Communication 4 (Bargaining, Accuracy 2 (Bows, Light Blades), Communication 4
Leadership, Persuasion), Constitution 1, (Bargaining, Deception, Etiquette, Persuasion),
Dexterity 2 (Riding), Fighting 3 (Heavy Blades), Constitution 1 (Drinking), Dexterity 2 (Calligraphy),
Intelligence 5 (Cultural Lore), Perception 3 (Empathy), Fighting 0, Intelligence 3 (Evaluation, Writing),
Strength 2 (Intimidation), Willpower 4 (Self-Discipline) Perception 3 (Seeing), Strength 0, Willpower 2
Speed Health Defense Armor Rating Speed Health Defense Armor Rating
12 72 12 5 12 30 12 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Dagger +6 1d6+3 Crossbow +4 2d6+3
Short Bow +4 1d6+4 Dagger +4 1d6+1
Shortsword +6 1d6+3 Unarmed +2 1d3
Unarmed +4 1d3+2 Special Qualities
Special Qualities Arcana: Object Reading, Psychic Shield, Scrying, Second
Favorite Stunts: Skirmish, Knock Prone Sight, Visions
Expert Strike: When Marnetta makes an attack, she can Favored Stunts: New Friends, Tower of Will
take up to a -3 penalty on her attack roll to receive a corre- Dark Sight: Nellia can see up to 20 yards in darkness
sponding bonus to her damage roll. Alternatively, Marnetta without a light source.
can receive up to a +3 bonus on her attack roll if she takes a Stunning Repartee: Nellia can daze or distract any oppo-
corresponding penalty on her damage roll. nents within earshot with carefully chosen and timed words.
Heroes’ Armor: Marnetta is considered to have an armor To use this power, Nellia takes a major action and must
rating of 4, or the rating of the armor she is wearing—which- defeat the target in an opposed Communication (Deception
ever is better—even if she is not wearing armor at all. or Persuasion) test vs. their Willpower (Self-Discipline). If
Quick Strike: Marnetta can make a melee attack vs. an adja- successful, the target can only take a single Move action on
cent opponent as a minor action. The attack roll and damage their next turn. Nellia may also now use the Stunned Silence
roll of this Quick Strike suffer a -2 penalty. This action cannot roleplaying Stunt and the Taunt combat stunt for 1 SP less
be combined with Expert Strike. than their usual cost.
Talents: Armor Training (Novice), Charmer (Novice), Swift Recovery: Nellia’s Constitution ability is considered to
Contacts (Novice), Diplomat (Master), Inspire (Journeyman), be 2 points higher for any Health recovery formulas.
Observation (Novice), Oratory (Novice), Single Weapon Talents: Contacts (Master), Intrigue (Journeyman), Street
Style (Journeyman) Smarts (Master), Visionary (Journeyman)
Weapons Groups: Bows, Brawling, Light Blades, Staves Weapons Groups: Bows, Brawling, Light Blades, Staves
Equipment: 2 Daggers (Ornate), Medium Leather Armor, Equipment: Crossbow, Dagger, shielding stone (part of a deli-
Short Bow, Shortsword cate silver necklace), traditional Aldin clothes of the finest
materials
Threat: Dire
Threat: Major
Marnetta Savahn Nellia Aramys
Locations: Moneylenders Guild, Middleton (H2)
Locations: Goia’s Plaza, Silverstone (LA9)
A former Knight of the Blue
Rose, Marnetta is now the head Nellia is a vata’an: seventy-one
of the Moneylenders Guild in years of age, with deep green
Aldis. Marnetta is a middle- eyes, white hair drawn back in
aged woman of average height elaborate braids, and a taste for
and build, but her bearing and rich velvet dresses. Her long
how she presents herself to the life has been an incredible gift,
public make her military back- giving her the luxury of time
ground quite evident. to outmaneuver her rivals. She
has wealth and influence, but

164
Chapter 8: People of Aldis
Nirvelli Nerin Old Mal
Abilities (Focuses) Abilities (Focuses)
Accuracy 3 (Brawling, Light Blades), Accuracy 2 (Brawling), Communication 0,
Communication 3 (Disguise, Performance, Persuasion, Constitution 2 (Stamina, Swimming), Dexterity 2 (Stealth),
Romance), Constitution 1 (Drinking, Swimming), Fighting 3 (Bludgeons, Heavy Blades), Intelligence 2
Dexterity 2 (Acrobatics), Fighting 0, Intelligence 1, (Military Lore), Perception 2, Strength 2 (Intimidation),
Perception 3 (Empathy), Strength 1, Willpower 1 Willpower 3 (Courage)
Speed Health Defense Armor Rating Speed Health Defense Armor Rating
12 31 12 3 12 38 12 3

Weapon Attack Roll Damage Weapon Attack Roll Damage


Dagger +5 1d6+2 One-Handed (Weighted Cane) +5 2d6+2
Shortsword +5 1d6+2 Unarmed +4 1d6+2
Unarmed +5 1d3+1 Special Qualities
Special Qualities Favored Stunts: Defensive Stance, Disarm, Knock Prone (1
Favored Stunts: Threaten, Seize the Initiative, Sway the SP), Stay Aware
Crowd (1 SP) Talents: Armor Training (Master), Archery Style (Jour-
Dark Sight: Nirvelli can see up to 20 yards in darkness neyman), Unarmed Style (Journeyman)
without a light source. Weapons Groups: Bludgeons, Bows, Brawling, Heavy Blades
Dehydration: Nirvelli must be immersed in water once per Equipment: Light Leather Armor, Weighted Cane (Bludgeon)
day or consume twice as much water as a normal human.
With no immersion and limited to normal human water Threat: Moderate
consumption or less, they gain a level of fatigue each day and
cannot recover from fatigue until they are properly hydrated. Nirvelli Nerin
Hold Breath: Nirvelli can hold their breath for 60 rounds, Locations: Landsea Amphitheater, Elmbury (M5)
plus 6 rounds × their Constitution ability.
Talents: Carousing (Novice), Charmer (Journeyman), Known for an incredibly tender,
Oratory (Novice), Performance (Journeyman) sensitive stage persona, Nerin’s
deep-set eyes and chiseled
Weapons Groups: Bows, Brawling, Light Blades, Staves
cheekbones quake the knees
Equipment: Dagger, Light Leather Armor, Shortsword of women and men alike. The
Threat: Moderate laevvel sea-folk is as talented
at stage fighting as singing,
training in both constantly and
still lacks an enduring legacy for her two adopted chil-
obsessively. This has translated
dren. She raised Avoc and Felira on her own, eschewing
into some actual martial skill,
romance for a single-minded focus on growing her
and more than one violent ruffian has woken up with a
personal wealth. Nellia truly believes nothing she does
knot on their skull the shape of Nerin’s cane-topper.
can be evil if it’s for the good of her family, and for now,
she insulates her children from knowledge of her most
ruthless business practices. Old Mal
She, herself, is not a physically imposing person, but she Locations: The Cask and Crow, Brewer’s Row (L7)
is so entrenched in the Lake Ward that she can easily buy
someone else’s services or call in one of the many favors Old Mal walks with a slight
owed to her. Her only consistent rival over the last decade limp, although the story of how
has been the Baroness of Whispers, who is slowly but she got it varies depending on
surely encroaching on what Nellia considers her territory. her audience. She claims to have
For now, their power struggle remains in the shadows, travelled the entirety of Aldis
away from the authorities’ prying eyes. On one hand, and far beyond, and certainly
this rivalry means the Silence and their Merchant Guild espouses a large number of
contacts are far less likely to share resources than they were “facts” about the history of
in the past. On the other hand, Nellia and the Baroness the kingdom—specifically its
come closer to bloodshed each year, with the citzens of the wars—although no one is really
Lake Ward caught in the middle. certain how accurate her remembrances actually are.

165
Chapter 8: People of Aldis
Peregrus Pluton
Abilities (Focuses) Abilities (Focuses)
Accuracy 3 (Bite), Communication 2, Constitution 1, Accuracy 3 (Bite, Brawling), Communication 2 (Psychic),
Dexterity 3 (Initiative, Stealth), Fighting 0 (Talons), Constitution 2, Dexterity 3 (Stealth), Fighting 2 (Claws),
Intelligence 2 (Cultural Lore, Natural Lore), Perception 4 Intelligence 1 (Natural Lore), Perception 2 (Hearing,
(Psychic, Seeing), Strength 0, Willpower 2 (Courage) Psychic, Smelling), Strength 1, Willpower 3 (Courage)

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
14 (Flight) 37 13 2 12 47 13 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Bite +5 1d6+2 Bite +5 1d3+1
Talons +2 1d6+2 Claws +4 1d3+1
Special Qualities Special Qualities

Arcana: Psychic Contact, Psychic Shield, Second Sight Arcana: Psychic Contact, Psychic Shield, Psychic Weapon,
Favorite Stunts: Lightning Attack, Pierce Armor Second Sight, Ward
Nightvision: Peregrus can see in near darkness as if it were Favored Stunts: Lethal Blow, Skirmish
normal light. Small Size: See page 173.
Talents: Observation (Novice), Psychic (Novice), Scouting Talents: Psychic (Journeyman), Oratory (Novice)
(Novice), Tooth and Claw (Novice) Weapons Groups: Brawling, Natural Weapons
Weapons Groups: Brawling, Natural Weapons
Threat: Moderate
Threat: Minor
Preesh Devah
Peregrus Locations: The Lord Oak Bakery, Cardamom (M9)
Locations: Hall of Envoys, the Palace (H8)
Devah’s family purchased the
The young and outgoing rhy- failing Lord Oak with their
falcon is a recent addition to the life savings; Devah’s culinary
Envoys’ ranks in Aldis. Besides skill saved the business almost
his day-to-day duties, the dedi- immediately. She is known for
cated Peregrus is the unofficial being moody; sometimes ebul-
Envoy liaison to the various lient and happy, and other times
avian rhydan in the area. He anxious and withdrawn. She
takes great pride in this task, hates loud noises and has a diffi-
and executes it with entusiasm. cult time during thunderstorms,
kneading bread or whipping cream to calm herself.
Pluton
Locations: Tiny Tree, Mouse Hollow (M8)
Rem Sterngrove
Locations: Villa Fruta Orchards, Cropwick (O16)
Pluton is a little small for a
rhy-rat, though with a full-size “Calculating” doesn’t even
tail. Though he once wanted to begin to describe Sterngrove,
become an adventurer, his hind who would doubtlessly spend
legs were badly injured in one much of his time twirling his
of his first fights; he has since mustache had he any facial hair.
become a resident of the Tiny As it is, he is completely hair-
Tree, enjoying telling its story to less, lacking even eyebrows. He
visitors. He grooms his brindle was teased mercilessly for his
fur multiple times a day, and appearance as a child and has
twitches his whiskers frantically if he is interrupted in the never stopped resenting it. He
task. His grooming is a sort of nervous tick; he picked it up loves jewelry, especially gaudy rings, and has a particular
only after his injury. taste for fine tea.

166
Chapter 8: People of Aldis
Preesh Devah Rem Sterngrove
Abilities (Focuses) Abilities (Focuses)
Accuracy 1, Communication 2 (Leadership), Accuracy 0, Communication 4 (Bargaining, Deception,
Constitution 1, Dexterity 3 (Artisan, Crafting), Fighting 0, Persuasion), Constitution 1, Dexterity 2 (Initiative), Fighting 0,
Intelligence 3 (Healing), Perception 3 (Smelling, Tasting), Intelligence 3 (Cryptography, Evaluation, Research, Writing),
Strength 0, Willpower 1 Perception 3 (Empathy), Strength 0, Willpower 2
Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 21 13 0 12 26 12 0
Weapon Attack Roll Damage Weapon Attack Roll Damage
Unarmed +1 1d3 Unarmed +0 1d3
Special Qualities Special Qualities
Arcana: Cure, Psychic Shield, Second Sight Arcana: Draw Vitality, Mind Shaping
Favored Stunts: And Another Thing, New Friends Favored Stunts: Mighty Arcana, Powerful Channeling
Talents: Artificer (Novice), Healing (Novice), Medicine (Novice) Talents: Arcane Potential (Journeyman), Contacts (Novice),
Weapons Groups: Brawling, Staves Intrigue (Novice), Observation (Journeyman)
Equipment: Recipe book Weapons Groups: Bows, Brawling, Light Blades, Staves
Equipment: Small ceramic jar of mustachio wax, numerous
Threat: Minor
pieces of gaudy jewelry, fine porcelain tea set, very fine
clothing (including a set of highly polished black boots)
Rosemund Warden
Threat: Moderate
Locations: Warden House, Nob Hill (L5)

When Jerome Warden, the quite


Rosemund Warden
frivolous Warden heir, married Abilities (Focuses)
the stoic and deeply respectable Accuracy 2 (Arcane), Communication 2 (Animism,
adept Rosemund, it set Aldin’s Persuasion), Constitution 1, Dexterity 3 (Artisan, Crafting,
gossipy tongues a-wagging, Riding), Fighting 0, Intelligence 4 (Natural Lore, Shaping),
wondering why such a prom- Perception 3 (Seeing, Smelling), Strength 1, Willpower 2
ising talent would yoke herself
to someone so useless. But Rose- Speed Health Defense Armor Rating
mund has always been clear: she 12 23 12 0
loves her rakish husband, and
Weapon Attack Roll Damage
indeed delights in his often absurd exploits. For all her arcane
talents, she has only ever wanted a beautiful home and a Unarmed +2 1d3+1
garden where she might get her hands dirty, a place where Special Qualities
she can raise little ones and enjoy life. Rosemund has often
had to negotiate the schemes her mother-in-law devises to Arcana: Animal Messenger, Move Object, Nature Reading,
“teach her some humility,” though Rosemund only finds the Plant Shaping, Psychic Shield, Second Sight, Water Shaping,
old woman exasperating rather than threatening. Weather Shaping, Wind Shaping
No one who knows Rosemund makes the mistake of Favored Stunts: That Makes Me Wonder, The Object of Your
underestimating her, however. Rosemund’s training in Attention
the use of her arcana gives her a great many options when Talents: Animism (Journeyman), Artificer (Novice), Lore
working at her gardens, and the simple combination of (Novice), Observation (Novice), Shaping (Journeyman)
her telekinetic and plant-shaping talents have allowed her Weapons Groups: Brawling, Staves
to achieve nearly unimaginable feats of landscaping that
Equipment: Gardening tools, experiment notebook
set even the most staid neighbors’ heads aspin with envy.
Rosemund is good friends with Professor Kyra Emauri, Threat: Moderate
the two adepts having trained together in their early
schooling. Kyra brings Rosemund the most wonderful and knowledgeable in botany, and knows when to bring
new plants to add to her gardens, and in return, Kyra developments to Kyra’s attention). The Wardens also
gets to see firsthand how those plants manage outside contribute annually to the Institute of Arcanobotany, and
of an academic space (though Rosemund is very capable have a small wing of the greenhouses named after them.

167
Chapter 8: People of Aldis
Sahn Huaki Shili
Abilities (Focuses) Abilities (Focuses)
Accuracy 0, Communication 3 (Persuasion, Leadership), Accuracy 2 (Bite), Communication 4 (Etiquette),
Constitution 1 (Stamina), Dexterity 3 (Acrobatics, Constitution 1, Dexterity 5 (Stealth), Fighting 0 (Claws),
Crafting), Fighting 0, Intelligence 2 (Historical Lore, Intelligence 4 (Natural Lore), Perception 3 (Empathy,
Writing), Perception 2 (Empathy), Strength 1, Willpower 0 Psychic, Seeing), Strength 0, Willpower 2

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 21 13 0 15 70 13 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Unarmed +0 1d3+1 Bite +4 1d6+1
Special Qualities Claws +2 1d6

Favored Stunts: Exciting Opportunities, Passionate Inspiration Special Qualities


Talents: Inspire (Novice), Quick Reflexes (Novice) Arcana: Calm, Mind Reading, Psychic Contact, Psychic
Weapons Groups: Bows, Brawling, Light Blades, Staves Shield, Second Sight
Equipment: Simple pull-over garments Favored Stunts: Defensive Stance, Skirmish
Nightvision: Shili can see in near darkness as if it were
Threat: Minor normal light.
Talents: Inspire (Novice), Psychic (Journeyman)
Sahn Huaki Weapons Groups: Brawling, Natural Weapons
Locations: Loveridge Academy, Axehead (M7)
Threat: Moderate
Though she lost her arms in a
horrific factory accident, Sahn Singh
has more than overcome her
injuries, by methods including Locations: Foxhallow Grove, the Retreat (M1)
learning the use of her feet. She
Singh is an older rhy-raven,
is, at heart, a realist; while she
deeply learned and the most
doesn’t push away her most
likely to communicate with those
negative thoughts, neither does
outside his flock. He always
she dwell on them. Overall, she
turns his head slowly, as if his
keeps her focus on her primary
neck pains him, and no longer
goal: empowering her students and bettering their lives.
preens his feathers as much as
most. He greatly enjoys games of
Shili logic and strategy such as chess
Locations: Rhydan’s Rest, Riverway (H16) and baduk (a game similar to
our world’s Go). While playing, he often paces or hops from
The rhy-cat Shili, acting in foot to foot while waiting for his opponent to make a move.
partnership with Ashento, is He may be truly impatient, or may simply be goading his
an intermediary and facilitator opponent into rushing and making a poor decision.
at Rhydan’s Rest in the not- When he isn’t playing games with visitors to the Grove
uncommon circumstance that a or friendly residents of the apartments overlooking
rhydan looking to be spoiled still Foxhallow, Singh acts as an organizer for the conspiracy
feels a little leery about being so of rhy-ravens which has informally congregated around
extensively handled by a non the Grove. Only a few of them dwell there, but they all
rhy-bonded humanoid. She gather to trade gossip and interesting things they’ve seen,
talks prospective clients through and Singh tends to play host at such circles.
the entire process, helping them to become comfortable Singh also considers himself the de facto host for
and pairing them up with the best possible match among Foxhallow Grove. He takes great delight in helping rhydan
the staff for their individual wants and needs. Shili and new to the Grove settle in and find good accommodations
Ashento share not just a rhy-bond, but also a romantic— for themselves in the park. For non-rhydan, he is happy
though non-sexual­ —relationship, built upon years of to answer (or volunteer) answers to questions about the
friendship, mutual trust, and respect. Grove’s history, and enjoys collecting new tales and friends.

168
Chapter 8: People of Aldis
Sinrus
Abilities (Focuses)
Accuracy 4, Communication 3 (Psychic), Constitution
1, Dexterity 4 (Acrobatics, Stealth), Fighting 2 (Claws),
Intelligence 3 (Cultural Lore, Healing, Shaping),
Perception 4 (Psychic, Seeing, Smell), Strength 0, Willpower 2

Speed Health Defense Armor Rating


16 63 14 2

Weapon Attack Roll Damage


Bite +4 1d3+2
Claws +4 1d3+2
Psychic Weapon* +4 2d6+4 (penetrating)
*In his natural form, Sinrus’ psychic weapon manifests as a
wicked looking barbed blade on the tip of his tail.

Special Qualities
Arcana: Animal Messenger, Arcane Strike, Cure, Flesh
Shaping, Light Shaping, Manipulate Object, Move Object,
Nature Reading, Psychic Contact, Psychic Shield, Psychic
Weapon, Second Sight, Sleep
Favorite Stunts: Lasting Arcana, Pierce Armor, Stay Aware
Small Size: See page 173.
Talents: Animism (Novice), Healing (Novice), Observa-
tion (Novice), Psychic (Journeyman), Quick Reflexes (Jour-
neyman), Roof Running (Novice), Shapeshifter (Master)**,
Shaping (Journeyman), Tooth and Claw (Novice)
**Sinrus uses this specialization to assume a human form; Singh
while in that form, he is able to speak. Abilities (Focuses)
Weapons Groups: Brawling, Natural Weapons Accuracy 2 (Bite), Communication 3 (Deception, Gambling,
Psychic), Constitution 1, Dexterity 3 (Lock Picking),
Threat: Major
Fighting 1 (Claws), Intelligence 2 (Cryptography, Navigation),
Perception 2 (Seeing), Strength 0, Willpower 2
Sinrus
Speed Health Defense Armor Rating
Locations: The Nest, Eastall (H3)
12 (Flying) 26 13 0
One of the numerous rhy-rats who live in the shadows of
the city, Sinrus is the protector of the Eastall rhy-rat nest. Weapon Attack Roll Damage
He is also in the service of the envoys, acting as one of the Bite +4 1d6
Sovereign’s spies. Claws +3 1d6
Special Qualities
Siryna
Arcana: Heart Reading, Psychic Contact, Psychic Shield,
Locations: The Trout’s Eye, Grandwater (H10) Second Sight, Sense Minds
Siryna is good-humored, quick- Favored Stunts: Lightning Attack, Pierce Armor
witted, and quite nimble on Nightvision: Singh can see in near darkness as if it were
the whalebone peg that serves normal light.
as her left leg below the knee, Speech: As a rhy-raven, Singh can speak.
although some patrons of the Talents: Linguistics (Journeyman), Psychic (Journeyman),
Trout’s Eye speculate that her Thievery (Novice)
rolling gait is really the product
Weapons Groups: Brawling, Natural Weapons
of life as a buccaneer from the
Pirate Islands. In response to Threat: Moderate

169
Chapter 8: People of Aldis
Siryna
Abilities (Focuses)
Accuracy 5 (Light Blades), Communication 4 (Deception,
Leadership, Romance), Constitution 2 (Swimming),
Dexterity 4 (Acrobatics, Sailing, Stealth),
Fighting 0, Intelligence 3, Perception 2 (Searching),
Strength 0, Willpower 2

Speed Health Defense Armor Rating


14 (Swim 13) 90 14 3

Weapon Attack Roll Damage


Light cutlass +7 1d6+1
Special Qualities

Favored Stunts: Disarm, Lightning Attack (2 SP), Sway the


Crowd (1 SP), Taunt (1 SP)
Dark Sight: Siryna can see up to 20 yards in darkness
without a light source.
Dehydration: Siryna must be immersed in water once per
day or consume twice as much water as a normal human.
Talons-Like-Daggers Otherwise, she gains a level of fatigue each day and cannot
Abilities (Focuses) recover from fatigue until she is properly hydrated.
Accuracy 1 (Bite), Communication 0, Constitution 0, Hold Breath: Siryna can hold her breath for 60 rounds, plus
Dexterity 2, Fighting 2 (Claws), Intelligence 2, 6 rounds × her Constitution ability.
Perception 5 (Seeing), Strength 0, Willpower 1 Slippery: Opponents do not gain an attack bonus for
outnumbering Siryna in melee combat. Siryna also cannot
Speed Health Defense Armor Rating
be targeted by a Sway the Crows roleplaying stunt unless
4 (Flying) 20 12 0 the stunt’s user pays an additional 1 SP to include her.
Weapon Attack Roll Damage Talents: Carousing (Journeyman), Contacts (Master),
Performance (Journeyman), Swashbuckler (Master)
Bite +3 1d6
Weapons Groups: Bows, Brawling, Light Blades, Staves
Claws +4 1d6
Equipment: Light Cutlass, Light Leather Armor
Special Qualities
Threat: Major
Arcana: Psychic Contact, Psychic Shield, Second Sight
Favored Stunts: Pierce Armor, Skirmish gions, he was formerly rhy-bonded to a priest of Anwaren
Nightvision: Daggers can see in near darkness as if it were who was killed in battle. Daggers himself suffered injuries
normal light. to his wing that make long-distance flight difficult. Since
Talents: Psychic (Novice) then, he has nested at the sacellum, serving as an advisor
and aide to the priests there, although he professes no
Weapons Groups: Brawling, Natural Weapons
particular faith in Anwaren himself.
Threat: Minor
Tegra Fire-Eyes
such rumors, Siryna spins all sorts of unbelievable yarns
Locations: Tegra’s Smithy, Riverway (H16)
while the patrons raise a glass and toast to her wild (and
almost certainly fictitious?) adventures. Tegra likes to say that she got
her strength and her good looks
Talons-Like-Daggers from her night person mother,
Locations: Anwaren’s Sacellum, Cobblestone (L3) and her eyes and love of steel
from her vata’sha father. While
Talons-Like-Daggers (known as Daggers) is a rhy-eagle she certainly has an intimidating
who has, for many years now, made his home at the look about her, she is actu-
sacellum. While it is extremely unusual for one of the ally very personable, and it’s
rhydan to associate themselves with two-legged folks’ reli- not uncommon for her to take

170
Chapter 8: People of Aldis
Tegra Fire-Eyes Theowald Weaver
Abilities (Focuses) Abilities (Focuses)
Accuracy 0 (Light Blades), Communication 1, Accuracy 1 (Light Blades), Communication 2 (Bargaining,
Constitution 4 (Stamina), Dexterity 3 (Artisan, Crafting), Etiquette), Constitution 1 (Stamina), Dexterity 3 (Artisan,
Fighting 3 (Bludgeons), Intelligence 1, Perception 1, Crafting, Riding), Fighting 0, Intelligence 2 (Evaluation,
Strength 5 (Might, Smithing), Willpower 1 Lore), Perception 3 (Touching), Strength 0, Willpower 2

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 85 13 3 13 25 13 0

Weapon Attack Roll Damage Weapon Attack Roll Damage


Smith’s Hammer +5 2d6+5 Dirk +3 1d6+1
Special Qualities Special Qualities

Favored Stunts: Mighty Blow, Pierce Armor, Threaten Favored Stunts: Defensive Stance, New Friends, Skirmish
Bright Light Susceptibility: Tegra is blinded in bright Talents: Contacts (Novice), Observation (Journeyman)
light (equal to full daylight) for one round when she is first Weapons Groups: Bows, Brawling, Light Blades, Staves
exposed to it.
Equipment: Dirk, work apron (with sweets in its pockets)
Dark Sight: Tegra can see up to 30 yards in darkness without
a light source. Threat: Minor
Talents: Contacts (Journeyman), Quick Reflexes (Journeyman)
Weapons Groups: Bludgeons, Bows, Brawling, Light Blades,
Captain Wiltell
Staves Abilities (Focuses)
Equipment: Light Leather Armor, Smith’s Hammer Accuracy 2, Communication 2 (Psychic), Constitution 3
(Running), Dexterity 3 (Initiative), Fighting 3 (Kick),
Threat: Moderate Intelligence 3 (Military Lore), Perception 3 (Psychic, Seeing,
Tracking), Strength 4 (Intimidation, Jumping), Willpower 3
a break from working the forge to entertain one or more
friends who’ve dropped by to pay a visit. She makes ample Speed Health Defense Armor Rating
time for her spouses and all of their family’s children. 17 68 13 5

Theowald Weaver Weapon Attack Roll Damage


Kick +5 1d6+6
Locations: Carpet Square, Brightmeadow (L4)
Special Qualities
Theowald is every inch the
Favorite Stunts: Dual Strike, Knock Prone (1 SP), Lethal Blow
devoted and loving patriarch, so
(5 SP), Mighty Blow (1 SP), That Makes Me Wonder (2 SP)
much so that he has something
of a reputation as the “neighbor- Arcana: Psychic Contact, Psychic Shield, Second Sight
hood papa,” with sweets in his Talents: Armor Training (Novice), Observation (Jour-
work-apron’s pockets for the neyman), Psychic (Novice), Quick Reflexes (Journeyman),
local kids and a kind word and Tooth and Claw (Master)
remembered name for anyone Weapons Groups: Brawling, Natural Weapons
he’s ever met more than once. Equipment: Medium Leather Barding
As such, the locals are extremely
protective and solicitous of him, much to his befuddlement. Threat: Major

Captain Wiltell Wiltell is frequently assigned


Locations: The Rose Hall, the Palace (H8) to train rhy-horses new to the
order in the skills of bearing an
Wiltell is a captain of the rhydan Knights of the Blue Rose, armored rider, both in battle and
a fact which he is more than ready to remind you of, just out. He is exacting and precise,
in case you’ve forgotten. This chestnut-brown rhy-horse demanding the same from his
has been a member of the order for the last seven years, students, but a great many
and was rhy-bonded to Jasmyth Corlan until her untimely knightly rhy-horses look up to
death at the hands of a shadowfiend six years ago. Captain him as a mentor and teacher.

171
he city of Aldis is a city of possibilities, with a wide
Rhy-rats
T variety of beings striding its streets, avenues and
back alleys. This chapter covers new options avail-
able for those characters from the heart of the Kingdom of Of all the various breeds of rhydan found in Aldea, rhy-
the Blue Rose. It includes a new rhydan option, three new rats are the most common in urban environments. This
backgrounds, thirteen new talents, and five new special- fact would come as a surprise to most folk, since rhy-rats
izations (with their associated talents). In addition, in this prefer to keep largely to themselves and are predomi-
chapter you will find new stunts, a new arcanum, and nately nocturnal in nature, but when one considers how
additional arcana “knacks”—a new option that expands common rats are in any urban space, it really shouldn’t be
on the ways characters may manifest the various arcana that surprising. Rhy-rats have short fur in black or various
found in Blue Rose. shades of brown. Those found in cities commonly range
from two to three feet in size with rather sharp, angled
features. Their less common country cousins tend towards
Rhydan in Aldis the small end of that scale, with more rounded features.

While still not really common in cities of Aldea, there


are a number of rhydan breeds more suited to life in an
Playing a Rhy-Rat
urban environment. Though rhy-cats and rhy-horses
hold a special place in the folklore of Aldis, most folk If you choose to play a rhy-rat, adjust your character as
know the types of possible rhydan are broader than that. follows:
City folk might point to rhy-hounds and rhy-ravens for • Modify your ability scores: +3 Dex, +1 Per, ­—2 Str.
starters, as well as rhy-racoons, rhy-serpents, and a wide
variety of avian rhydan. • You have a Natural Attack: Bite 1d6.
Of all the diverse types of rhydan in the city, though, • Your base Speed is 12.
the rhy-rats are the most abundant. The population of rhy-
• Gain your choice of the Intelligence (Natural Lore)
rats is easily three times larger than all the other breeds
focus or any one Perception focus.
of rhydan combined. This fact is not commonly known to
anyone, even the other rhydan, which is exactly how the • You are trained in the Natural Weapons group. This
rhy-rats prefer it. allows you to use your bite attack without penalty.

172
Chapter 9: Character Options
• You do not begin with, but now have access to,
Small Sized Rhydan
the Accuracy (Bite) focus.
• You gain the Novice degree of the Psychic talent, Though most rhydan are assumed to be of a relatively large
but must choose Psychic Contact as your third size (that of a large raptor or wolf), there certainly have been
arcanum (along with Psychic Shield and Second fully awakened rhydan smaller than this. For those players
Sight). You may improve the talent normally. who wish to portray rhydan characters of these sizes, use the
following notes:
• You do not choose a background, as rhydan do
not mature in humanoid society. • Constitution and Strength increase is limited to 3. After
that, it takes two improvements to continue increasing
• You are limited to performing the kinds of that ability. To compensate, such characters may increase
physical manipulations a rat can achieve. This their Dexterity to 6 before having to spend two improve-
usually means grabbing things with your ments to continue advancing it.
mouth and pushing or knocking them over with
• Give small rhydan the Small Size ability:
your body or limbs, but no fine manipulation
requiring fingers or an opposable thumb. Small Size: A small rhydan’s size makes them harder to hit and
allows them to sneak into places larger-sized beings would be
• Your small size and your animal shape limit
unable to. This should be reflected in their abilities, and they
your movement and actions in logical ways.
receive a +2 bonus when their small size would be an extra
Being a smaller rhydan, you lack the size and
advantage, such as a Dexterity (Stealth) test involving hiding
leverage to push open heavy gates or carry large
in small spaces. However, a small size can work against such a
objects, regardless of your comparative physical
character as well, reflected in a -2 penalty for appropriate tests,
abilities. The Narrator may modify the target
such as Strength (Might) tests to move heavy objects. Damage
number of tests where your size or shape is a
dice from natural attacks are reduced from d6s to d3s.
great hindrance or help. Additionally, if you
wish, you may choose to take the Small Size
ability. Rhy-rats without this ability are quite large,
about the size of a hound.
• You can only vocalize sounds a rat could make,
which means you cannot speak out loud, although
you can communicate through Psychic Contact. You
understand and can read Aldin plus one additional
language of your choice.
• You are considered skilled in the Brawling
weapons group and in the use of your teeth to
bite, but gain no training in other weapons
groups, regardless of your chosen class.
• Roll twice on the Rhy-Rat Benefits
table for two additional benefits. Roll
2d6 and add the dice together.
If you get the same result twice, reroll
until you get something different.

Rhy-Rat Benefits
2d6 Roll Benefit
2 +1 Dexterity
3-4 Focus: Perception (Smelling)
5 Focus: Dexterity (Stealth)
6 Focus: Strength (Intimidation)
7-8 +1 Perception
9 Focus: Perception (Psychic)
10-11 Focus: Accuracy (Bite)
12 +1 Willpower

173
Chapter 9: Character Options
• Focuses: Communication (Bargaining), Communica-
New Backgrounds tion (Leadership), Intelligence (Evaluation) or Intel-
ligence (Historical Lore)
This section includes three new character background
options for those who originally hail from Aldis or the • Languages: Aldin and one other of your choice.
lands nearby.
Aldin Laborer
Aldin Patrician
You are no stranger to demanding work, as most of
You were born and raised in a family of means. As a child your adolescence was spent performing manual labor.
of a wealthy merchant family, or from a family who inher- Most laborers from Aldis start life by balancing school
ited their riches from previous generations, you were and work at an early age. The type of work they find is
raised with access to the finest things life has to offer. usually dependent on which area of the city they grew
However, with wealth comes certain responsibilities and up in. Most from the lake- or river-side wards of the city
obligations, such as taking over the family business when are drawn to the docks, where they find work loading
you come of age or carrying on certain family traditions. and unloading goods coming into and out of the city.
This is especially common in families who’ve had at least Growing up in the city’s outer wards means a slightly
one, if not more, members chosen to join the ranks of more rural space, with farming being the primary field
nobility every generation since the Great Rebellion. of employment.
• Focuses: Constitution (Stamina),
Perception (Seeing), Strength
(Climbing) or Strength (Might)
• Languages: Aldin and one other of
your choice.

Aldin
Tradesfolk
Hailing from a family of craftsfolk or from
a family who recognized your natural
aptitude at an early age, you were set up
with an apprenticeship after your child-
hood schooling. As an apprentice, most
of your youth was spent being trained in
your artistic pursuit. The craft you honed
could be purely artistic in nature, such
as painting, sculpting, or writing, or you
might be trained in a craft skill, such as
brewing, blacksmithing, leatherworking, or
herbalism, amongst others.
• Focuses: Communication (Perfor-
mance), Dexterity (Artisan), Dexterity
(Crafting) or Intelligence (Brewing)
• Languages: Aldin and one other of
your choice.

The Fellowship of Patrons


Founded by Nacklos Hirsh, a teacher of note at the Royal College, the Fellowship of Patrons is a loose association made
up of similarly-minded members of many wealthier Aldin families. Members sponsor children to the Royal College on full
scholarships, choosing candidates who show academic promise or who are gifted in the arts. There are a variety of other such
groups as well, all of whom enable Aldis to live up to its meritocratic ideals.

174
Chapter 9: Character Options
Journeyman: You are the master of talking your way out of
New Talents a dire situation. When you are out of your depth and the
situation is heading towards bodily harm befalling you
In the following section, you will find thirteen new talents or your group, you gain a +2 bonus on Communication
available to player characters. While these talents are best (Deception or Persuasion) tests to talk your way out.
suited to characters who spend a fair amount of time in
the city of Aldis, they are also easily suitable for characters Master: You are gifted with a silver tongue; as such, the
from elsewhere in Aldea. cost for the Sway the Crowd roleplaying stunt is halved.
Your use of this stunt also affects double the usual the
Blind Fighting number of targets.

Class: Any.
Requirements: You must have Perception 2 or higher.
Gift of the Hart Style
Class: Any.
Your experience of practicing fighting and negotiating Requirements: You must have the Novice rank or
spaces without sight allows you to do so without the higher in the Spirit Dancer Specialization.
undue panic and clumsiness that most others face in such
situations. There is strength in numbers, especially for the spirit
dancers who study the Gift of the Hart Style. If you
Novice: You can focus your other senses on noting the possess the Novice rank or higher in any of the other spirit
presence of a single foe. With a minor action, you can note dancer styles (Shel-Shanna, Shrike’s Fall, or Whispering
the presence of any enemy within 10 yards. The penalty Wind), you must choose which style you are activating
for fighting that enemy while unable to see is reduced when entering Battle Dance mode. It is a minor action to
to -3, and you may retain your Dexterity as part of your switch from one style to another.
Defense against that enemy only. You may not have a higher ranking in this style than you
Journeyman: While focusing on a single enemy while do in your Spirit Dancer specialization.
unable to see, your penalty to fight them is reduced to -1. Novice: When taking the Aid Ally action while in your
Your penalty for fighting foes other than the one whose Battle Dance mode, add your Communication rating
presence you have noted drops to -3, as your attention to to the +2 normally granted by the Aid Ally action, to a
one foe’s movement reveals where their allies are as well. maximum of +4. If the ally you are aiding is also using any
You may retain your Dexterity as part of your Defense Battle Dance mode, you may take the Aid Ally action as a
against all allies while you are unable to see. minor action.
Master: When taking a minor action to note an enemy’s Journeyman: You have access to the Locked Antlers
location, your attention now encompasses all foes within combat stunt while you are in Battle Dance mode. Addi-
10 yards. Additionally, with a minor action, you can tionally, the Aid Ally action becomes a minor action for
pinpoint an enemy up to 15 yards away with a missile you while you are in Battle Dance mode, even if the ally
weapon instead of the normal ranged limits. you are aiding is not also in Battle Dance mode.

Charmer Master: You have access to the Bounding Attack combat


stunt while you are in Battle Dance mode. Your maximum
Class: Any.
Aid Ally bonus now becomes +5.
Requirements: Communication 2 or higher.

You know how to talk to people and convince them to see Gift of the Hart Style Stunts
things from your point of view. Gift of the Hart Style teaches techniques for fighting in
Novice: You are accomplished at reading people’s moods close proximity to an ally. Reduce the cost of these combat
and body language. If you fail a Perception (Empathy) stunts by 1 if your ally is also in Battle Dance mode; reduce
test, you can reroll it, but you must keep the result of the the costs by 2 if your ally is also using Gift of the Heart
second roll. Style in Battle Dance mode.

Fighting in the Dark


While most bonuses and penalties in the AGE System are intended to be somewhere between +3 and -3, a Narrator is
certainly justified in going beyond these in certain extreme situations. One of these is the loss of sight, whether because of
visual impairment or simply fighting in total darkness.
Fighting in total darkness or while blind imposes a -5 penalty to attacks and other actions. This penalty also applies to
ranged attacks made at short range or within ten yards, whichever is less. Any ranged attacks beyond that simply fail. Finally,
if you are fighting while blinded, you lose the benefit of adding your Dexterity to your Defense as well.

175
Chapter 9: Character Options
Gift of the Hart Style Stunts Insight
SP Cost Stunt Class: Any.
Requirements: You must have Intelligence 2 or higher
Locked Antlers: You and your ally take
defensive stances to protect one another, and the Intelligence (Cryptography) focus.
interweaving your movements to stymie
You are skilled at seeing hidden threads and patterns.
attacks and shunt aside lines of offense.
3 Until your next round, as long as you Novice: You have a keen eye for detail. If you fail a Percep-
remain within 2 yards of your ally, you tion (Searching) test, you can reroll it, but you must keep
gain a bonus to your Defense equal to the results of the second roll.
their Perception; likewise, you grant your
Perception as a bonus to your ally’s Defense. Journeyman: The Object of Your Attention exploration
Bounding Attack: As part of your action, stunt only costs you 2 SP to use instead of the usual 3 SP.
you set an ally up to make an attack. Master: You can see the bigger picture and pick up on
Designate an ally when purchasing this patterns that allow you to see how events are connected. You
combat stunt; during that ally’s turn, they
can make an Intelligence (Cryptography) test to confirm if
must either start their turn next to you or
use a Move to reach you. If they do, the two two or more events are connected to each other in the grand
5 scheme of things, and what the next event in the pattern is
of you may perform a Bounding Attack:
through momentum and acrobatic agility, likely to be. For example, if the Silence arranged for the theft
you allow them to launch off your body at of several rare books from various private collections around
a foe. This is considered a Charge attack, the High Ward, the player could make a roll to see how the
and adds your Perception as a damage books are connected and what the next most likely target
bonus to their attack. would be. The target number for this test varies depending
on the number of events and how obscure the pattern is.
High Society
Class: Any. Priest
Requirements: Communication 2 or higher.
Class: Any.
You are adept at navigating the subtle intricacies of courtly Requirements: You must have Intelligence 2 or higher,
politics. the Intelligence (Religious Lore) focus, and the
Oratory talent at Novice or higher.
Novice: You are aware of all the important court players,
and just the right things to say. If you fail either a Those who hear the call to serve the gods come from all walks
Communication (Etiquette) or an Intelligence (Heraldry) of life. Most priests in Aldis serve the gods of Light, while in
test, you can reroll it, but you must keep the result of the Jarzon, priests are commonly part of the Church of the Pure
second roll. Light. And scattered throughout the various kingdoms are
Journeyman: You have your finger on the pulse of what’s the rare priests who hear the call of the gods of Twilight.
transpiring in court circles. You can subtly inquire into Novice: As part of your training, you’ve spent long hours
court gossip, sifting the facts from the rumors. Make a reading your religious texts, as well as learning to read
TN 13 Intelligence (Investigation) test. On a success, your your audience. If you fail either an Intelligence (Religious
character knows if the rumor is baseless or if there is some Lore) or Perception (Empathy) test, you can reroll it, but
truth to it; you gain additional details for every 2 points of you must keep the result of the second roll.
Outcome. These additional details may include:
Journeyman: Through your devotion and joining in
• How long the rumor has been circulating. prayer with one of the faithful, you are able to assist the
• Who started the rumor. follower with their internal battle against corruption.
Using this talent requires you to sit and pray with the
• The legitimacy of one of the rumor’s “facts.”
penitent from sunset to sunrise. As the first light of dawn
For outlandish rumors, adjust the target number to 11, breaks over the horizon, the two participants complete
while for rumors which blur the lines between fact and the prayer. The player makes a test using Willpower
fiction, raise the target number to 15. Tests instigated by (Purity); the target number for this test is the same as
others to determine which court rumors you have been the act which originally caused the corruption. Narrators
investigating are always 2 higher than the target number should use the Corrupt Acts table in Chapter 2 of the
of the rumor involved. Blue Rose core rulebook to determine what that number
Master: Through a natural gift or dedicated practice, you is. On a success, the penitent receives one point towards
are able to harness the force of your personality. Any test negating a point of Corruption. Only five of the ten
that generates roleplaying Stunt Points always generates points needed to remove a point of Corruption can be
two additional points. granted using this talent.

176
Chapter 9: Character Options
Master: Through your prayer, you bolster the
faith of everyone who actively participates in
the service. At the end of your sermon, with a
successful TN 15 Communication (Persuasion)
test, all those who participated are granted
the use of a bonus Willpower focus until the
next sunrise. Your choice of prayer determines
which focus is granted, and it should be chosen
based on the theme of the service. Everyone
participating is granted the same focus; those
who already have the focus gain +1 on top
of their normal bonus from that focus for the
same period.

Misdirection
Class: Expert.
Requirements: You must have Dexterity 2 or
higher and the Dexterity (Stealth) focus.

You are accomplished at using your surround-


ings to obfuscate your activities.
Novice: You have deft fingers and are skilled
at using misdirection. If you fail a Dexterity
(Legerdemain) test, you can reroll it, but you
must keep the results of the second roll.
Journeyman: You gain +2 to all Dexterity
(Stealth) rolls when attempting to disappear
into a crowd or lose someone who is tailing you.
Master: You can slip into or out of a room in
the blink of an eye without leaving any tracks
or making a sound. You can use this ability if you are Shel-Shanna Style
within 50 feet of any entrance to the location, as long as the Class: Any.
entrance is not barred by arcane or supernatural means. Requirements: You must have the Spirit Dancer
This ability functions even if there is someone present, as specialization at Novice or higher.
long as their attention isn’t focused on you. If they divert
their attention from you, even for a moment, you are able This spirit dancer style is commonly practiced by the
to use this ability to its full potential. Roamers, who believe that its circular movements were
inspired by the moon’s waxing and waning. If you possess
Roof Running the Novice rank or higher in any of the other spirit dancer
styles (Gift of the Hart, Shrike’s Fall, or Whispering Wind),
Class: Expert.
you must choose which style you are activating when
Requirements: You must have Dexterity 2 or higher and
entering Battle Dance mode. It is a minor action to switch
the Strength (Climbing) focus.
from one style to another. You may not have a higher ranking
Quick, agile climbing ability and unerring balance mark in this style than you do in your Spirit Dancer specialization.
those who are as at home among Aldis’ rooftops as they Novice: Your battle motions describe circles large and
are on its streets. small with a true dancer’s grace. When you are in Battle
Novice: You can take Move actions on uneven or slick Dance mode, you may add your Communication to your
surfaces without any penalties due to terrain or weather. Defense, but only if you are wearing no armor.

Journeyman: You can scale buildings with practiced ease. Journeyman: You have access to the Circle the Moon
You do not need to roll to scale a building under ordinary combat stunt while you are in Battle Dance mode. Addi-
circumstances. Even when hurried and harassed, you gain tionally, while you are in this style’s Battle Dance mode,
a +2 bonus to your Strength (Climbing) tests. the penalty you incur from attacks while using the Guard
Up action is reduced by one.
Master: You are able to perform both the Run and Charge
actions without risk of falling. You also gain +2 to Strength Master: You have access to the Moon’s Tide combat stunt
(Jumping) rolls when leaping from one roof to another. while you are in Battle Dance mode.

177
Chapter 9: Character Options
attack damage while you are in Battle Dance mode. This
Shel-Shanna Style Stunts
does not “upgrade” your normal unarmed damage die,
Shel-Shanna Style teaches circular, indirect methods of but provides a separate, additional damage die.
fighting, a seemingly slow passage across the battlefield. Master: You have access to the Swift Wing Strike combat
Reduce the cost of these stunts by 1 if you perform them stunt while you are in Battle Dance mode. Additionally,
outside under the light of the moon. upgrade the damage bonus you received from the Jour-
neyman level of this talent from +1d3 to +1d6.
Shel-Shanna Style Stunts
SP Cost Stunt Shrike’s Fall Style Stunts
Circle the Moon: This combat stunt may Shrike’s Fall Style teaches techniques of vicious, rapid
only be used to augment an attack, and only slashing while moving or plummeting down onto the
if you have at least one hand free (though opponent. Reduce the cost of these combat stunts by 1 if
you may drop what is in your hand as they are performed alongside a Charge attack (whether
3 part of this stunt). As part of the attack,
across a battlefield or down onto an opponent).
you clutch at your opponent, pushing
and pulling them into the flowing circular
patterns of the style and hurling them up to Shrike’s Fall Style Stunts
10 yards away to land prone.
SP Cost Stunt
Moon’s Tide: Your movements ebb and
flow with your opponent’s. Activating this Flurry of Talons: This combat stunt may only
combat stunt gives you Press the Attack be activated after a successful unarmed attack.
as an immediate free action. Your Speed is Using the same attack test, you may make a
3 considered doubled for the sole purpose single unarmed attack against every opponent
of keeping up with your opponent. If you 3+ within 4 yards. If the strikes are successful,
successfully remain adjacent to your target, they inflict the same amount of damage as the
your next attack against them is considered original attack. For each additional Stunt Point
a Charge. spent on this combat stunt beyond the first 3,
you may add 1 yard to the distance.
Shrike’s Fall Style Swift Wing Strike: This combat stunt may
only be activated after a successful unarmed
Class: Any. attack. You deliver the blows and then
Requirements: You must have the Spirit Dancer use your opponent as a vaulting platform,
specialization at Novice or higher. 3 clambering over them before soaring away
out of their reach. Your opponent is knocked
In this style, the spirit dancer finds inspiration in the move- prone and you perform a free Move action
ments of the shrike and the falcon: high-leaping motions as a vertical leap, which must end at a perch
and devastating clawed strikes. If you possess the Novice somewhere above your starting elevation.
rank or higher in any of the other spirit dancer styles (Gift
of the Hart, Shel-Shanna, or Whispering Wind), you must Spelunking
choose which style you are activating when entering Battle Class: Any.
Dance mode. It is a minor action to switch from one style Requirements: You must have Dexterity 2 or higher and
to another. You may not have a higher ranking in this style the Strength (Climbing) focus.
than you do in your Spirit Dancer specialization.
You are at home in the dark caverns and tunnels of the
Novice: Your bare-handed attacks are savage, raking strikes
earth.
which draw blood as though you fought with a weapon.
When in Battle Dance mode, you may add your Dexterity Novice: You have a flair for finding your way when under-
as a damage bonus to your unarmed damage. Additionally, ground or underwater. If you fail an Intelligence (Naviga-
when in Battle Dance mode, a Move minor action allows tion) test, you can reroll it, but you must keep the result of
you to scale a number of yards equal to your Speed in the second roll.
height by running up a vertical surface. There must be a Journeyman: Thanks to your sure footing, penalties due to
place to stand (or at least handholds to allow you to dangle) tricky terrain are cut in half when in an underground envi-
at the end of that movement, or else you fall back down ronment, such as a tunnel, cave, or the ruins of a sunken
again. Alternately, you may use Move to leap your Speed in building.
yards horizontally or half your Speed vertically.
Master: You have developed a sharp eye for geology. When
Journeyman: You have access to the Flurry of Talons exploring a natural underground tunnel, cavern or similar
combat stunt while you are in Battle Dance mode. Addi- area, the Efficient Search and Speedy Search exploration
tionally, you may add +1d3 damage to your unarmed stunts only cost 1 SP each instead of the usual cost of 2 SP.

178
Chapter 9: Character Options
Only other Master-level practitioners can overhear your
Street Smarts whispers now. You are also immune to being picked up by
Class: Any. winds of up to tornado-strength.
Requirements: Communication 2 or higher.
Whispering Wind Style Stunts
You know what it takes to not only survive, but thrive in
the shadier parts of a city. Whispering Wind Style teaches techniques for deflecting
Novice: When it comes to asking for information, you attacks with storm-quick accuracy, and for turning weak
attacks back on their originators. Reduce the cost of these
always know who to go to. If you fail a Communication
stunts by 1 if you are fighting in a battlefield with at least
(Investigation) test, you can reroll it, but you must keep
moderate-strength winds, or by 2 if you are fighting in a
the result of the second roll.
battlefield with at least severe-strength winds (see Wind
Journeyman: Having spent considerable time in less than Shaping, Chapter 4 of the Blue Rose core rulebook, for
upstanding neighborhoods, you are able to quickly pick details on wind strengths).
up when something isn’t right. You receive a +2 bonus to
any Surprise tests when in a city environment.
Whispering Wind Style Stunts
Master: You have cultivated a network of street contacts and
SP Cost Stunt
black market ties. When attempting to acquire any question-
able or illegal goods, you receive a +2 bonus to your test. Protective Southern Winds: You gather
the winds to defend you and nearby allies
from ranged attacks. For each additional
Whispering Wind Style point spent on this combat stunt, you may
Class: Any. defend one ally as long as they are within 4
Requirements: You must have the Spirit Dancer yards of you when they are attacked. Until
Specialization at Novice or higher. the beginning of your next round, any time
you or a protected ally are attacked by a
Flowing and light, gentle as a breeze and furious as ranged attack, Defense does not apply.
the typhoon, Whispering Wind style spirit dancers Instead, you may perform an immediate
are skilled at interrupting their opponents, deflecting opposed Accuracy (Brawling) test. If you
3+
win, the attack is deflected harmlessly
arrows, and turning blades back on their wielders. If
away; failure indicates that the attacker’s
you possess the Novice rank or higher in any of the strike lands, even if the check was
other spirit dancer styles (Gift of the Hart, Shel-Shanna, insufficient to strike through your Defense.
or Shrike’s Fall), you must choose which style you are For each such attempt to deflect a ranged
activating when entering Battle Dance mode. It is a attack after the first, you gain a cumulative
minor action to switch from one style to another. You -1 penalty to the opposed test. This combat
may not have a higher ranking in this style than you do stunt has no effect against ranged attacks
in your Spirit Dancer specialization. without physical solidity, area of effect
attacks, or attacks by massive missiles such
Novice: You lash out at attacks using bare hands or as siege weapons.
lengths of flowing cloth, lessening the assault. When you Retributive Northern Wind: You and the
enter Battle Dance mode, you may add your Intelligence winds flow as one, confusing enemies
to your armor rating. Additionally, you gain the ability to foolish enough to get close to you. Until
speak in a whisper and be heard clearly by a single target the beginning of your next action, any
you can see within 20 yards. Other practitioners of Whis- time you are attacked by a melee attack,
pering Wind Style who are also in Battle Mode at the time Defense does not apply. Instead, you
can hear the whispers if they are within 20 yards of you, may perform an immediate opposed
Accuracy (Brawling) test. If you win,
whether you want them to or not.
the attack is redirected away from you
Journeyman: You have access to the Protective Southern harmlessly. If your opposed test result
Winds combat stunt while you are in Battle Dance mode. 4 was high enough to equal or overcome
Additionally, during any turn in which you are in Battle the attacker’s Defense, you cause them
Dance mode, you may take Move as a free action or Run to strike themselves, inflicting normal
damage based on the attack used. For each
as a minor action. Finally, you negate any penalties to
such attempt to deflect a melee attack after
Perception tests from high winds. the first, you gain a cumulative -2 penalty
Master: You have access to the Retributive Northern to the opposed test. You cannot cause
Winds combat stunt while you are in Battle Dance mode. creatures using natural weapons to damage
themselves; instead, you redirect them
Additionally, the winds will carry your whisper up to 50
into terrain features, inflicting 1d6 + the
yards away, to any number of targets whether you can
attacker’s Strength ability damage to them.
see them or not (though you must know they are there).

179
Chapter 9: Character Options
studies at the Temple of the Eternal Dance, and those who
New Specializations show an aptitude for skills of use to the temple are sent by
temple elders to the Royal College for additional instruc-
The following five new specializations are available tion. The ranks of the Initiates of the Eternal Dance are
to characters in a Blue Rose campaign. As with the new filled by those who are ardent in their devotion, as well as
talents in the previous section, they’re especially suited skilled in the ways of arcana. Becoming one of the Initiates
to those who dwell in the city of Aldis, but can easily be of the Eternal Dance requires a test, and there are addi-
encountered beyond the city confines. tional trials at each step beyond Novice. These tests are
tailor-made for each individual initiate.
Deep Delver It is worth noting that initiates are priests of the temple,
but not all priests of the temple are initiates. Becoming one
of the initiates requires the touch of an arcane gift, and a
Aldis is a city of rebirth, rising from the ashes of the Great
powerful calling. It is not uncommon to find initiates who
Rebellion. The centuries of building and rebuilding have
also possess the Purifying Light talent.
led to numerous secrets being buried beneath the founda-
tions of newer structures. Deep delvers are part historian,
part explorer, and part treasure hunter, looking to uncover
Initiate of the Eternal Dance Talent
the secrets of the past. Class: Any.
Deep delvers can be found across Aldea, especially Requirements: Willpower 2 or higher, trained in at
where there are long-buried glimpses into the past to least one arcanum, and the Priest talent at Novice or
uncover. Given the rich history of the city, Aldis is a prime higher. You may not have any Corruption.
location for these intrepid explorers. For the sea-folk
You walk the road of the Eternal Dance, and in turn it
among the deep delvers, the coastal regions in general,
grants you the ability to channel your devotion to resist
and the Leviathan’s Teeth region in particular, are a
the call of the exarchs and to defend others from their
popular choice for digging into the past.
corrupting influence.
Purity of spirit is absolutely necessary to access the abili-
Deep Delver Talent ties of the Eternal Dance. If you gain a point of Corrup-
Class: Any. tion, you are unable to access these abilities until you
Requirements: Dexterity 2 or higher and the atone. If you embrace corruption, you lose access to these
Intelligence (Historical Lore) or Intelligence (Nautical abilities for good.
Lore) focus.
Novice: You are blessed with a purity of purpose. You are
You are an explorer of hidden and lost places under the granted a +2 bonus on all tests to avoid Corruption.
earth or sea. When choosing this specialization, choose Journeyman: Through your studies and devotion, you
whether your abilities apply to an underground or under- can infuse any item you are using with a little of your
water environment. faith. Any attack you make against corrupted or Shadow-
Novice: Your sharp eyes excel at detecting entry points touched foes does additional bonus damage equal to
into buried ruins, as well as picking up useful details while your Willpower. If used with arcana, the attack is always
investigating them. If you fail a Perception (Searching) fatiguing, even if it is normally not.
test when trying to locate an entry point to underground Master: Through your strong belief, you are connected to
ruins, or while exploring them, you can reroll it, but you the gods of Light. This connection allows you to empower
must keep the result of the second roll. others in the battle against the Shadow. You and up to six
Journeyman: You have an uncanny ability to avoid either companions are able to share your resistance to corrup-
naturally occurring underground or underwater hazards tion, and your ability to infuse an item with your faith. To
(choose one). You gain a +2 bonus to spot and avoid these use this ability, you need to succeed at a TN 13 Willpower
types of hazards. This bonus does not apply to traps. (Faith) test. Manifesting this ability is a major action and is
Master: You can perform The Upper Hand exploration fatiguing. This ability also makes you more prone to spon-
stunt for 2 SP instead of the usual 4. taneous visions; for details, see the Visions arcanum entry
in Chapter 4 of the Blue Rose core rulebook.

Initiate of Grifter
the Eternal Dance
Always playing the odds, grifters survive on their wits,
Citizens from any walk of life may hear the call of the charm, and more than a little luck. Living in the somewhat
Eternal Dance. Traveling from the farthest corners of the questionable gray area of the law, grifters who prefer cities
land, they join the faithful as initiates. They begin their ply their craft in the various game halls located across

180
Chapter 9: Character Options
Aldis, either as patrons or (for those who hit a lucky
streak) as proprietors. Grifters who prefer to travel, either
Inamorata Talent
due to their desire to see the world or some trouble back Class: Any.
home, tend to find a place among the various bands of Requirements: Communication 2 or higher, and the
traveling performers and entertainers. Charmer talent at Novice or higher.

You are the ideal companion, for as long as your favored


Grifter Talent partner has your attention.
Class: Any.
Requirements: Communication and Perception of 2 or Novice: You are accomplished at reading what a
higher. person truly desires, and gain a +1 bonus on Perception
(Empathy) tests to uncover what they desire at any given
You make your living on the roll of the dice or the turn of moment. You also gain a +1 bonus on tests involving the
the card. Heart Reading arcanum, if you know it.
Novice: You are accomplished at reading your opponent’s Journeyman: You know just the right words to say. Choose
body language. If you fail a Communication (Gambling) one of the following Communication focuses: Etiquette,
test, you can reroll it, but you must keep the result of the Persuasion, or Romance. If you fail a Communication test
second roll. with your chosen focus, you can reroll it, but you must keep
the result of the second roll. You also gain a +1 bonus with
Journeyman: You are skilled at turning a potential enemy
tests involving the Heart Shaping arcanum, if you know it.
into an ally. The New Friend roleplaying stunt only costs
you 2 SP instead of the usual 3 SP. Master: With just a smile and a well-chosen turn of phrase,
you can disarm even the most distrusting of people. You
Master: Once per story, you can wager a Conviction
can perform the New Friends roleplaying stunt for 1
point to earn free-floating Stunt Points. To begin, pick
SP instead of the usual 3 SP. In addition, you gain a +1
the target number for the test, based on the Luck of the
bonus on any further tests arising from use of the stunt.
Dice table. You then make a Communication (Gambling)
The bonuses for Heart Reading and Heart Shaping both
test as a free action and spend a point of Conviction. If
increase to +2, if you know those arcana.
successful, you regain the Conviction point and gain a
number of Stunt Points indicated by the chosen target
number. If you fail the test, you lose the point of Convic-
tion. (Note that rolling doubles on this test does not
Investigator
generate additional Stunt Points.) The Novice ability of
Serious crimes are rare in Aldis, but when they occur, inves-
this talent can also be applied to this test. Stunt points
tigators of the Aldin Watch are on the frontline, using their
generated on this test must be used immediately, as part
extensive training to uncover the culprits behind crimes
of a subsequent major or minor action (which may itself
such as blackmail, extortion, smuggling, and murder.
generate additional Stunt Points).
Investigator Talent
Luck of the Dice Class: Any.
Target Number Stunt Points Generated Requirements: Communication 2 and Perception 2 or
15 1 Stunt Point higher, and the Object Reading arcanum.

17 2 Stunt Points You take the lead in investigating serious crimes


19 3 Stunt Points committed with the city.
21 4 Stunt Points Novice: You can perform the Speedy Search exploration
stunt for 1 SP instead of the usual 2 SP. You also have access
to the Object Reading arcanum knack Reconstruct the Scene
Inamorata (see Arcana Knacks later in this chapter for further details).
Journeyman: Once per story, you can make a TN 13 Intel-
Inamorata excel at being the ideal companion, even if
ligence (Investigation) test. If successful, you receive a
only for a fleeting moment. They are masters of the art
number of rumors from the Narrator pertinent to the story
of pampering, comforting, and making their partners
or setting equal to the result on the test’s Drama Die.
feel as if they are the center of the entire world while
in the inamorata’s company. While most inamorata are Master: When using the Object Reading arcanum, you
members of the Guild of Intimates, there are some who may spend a point of Conviction to gain Stunt Points equal
work independently. Inamorata can be found in all the to the number shown on the Drama Die. These may only
major cities of Aldis, but are not common in the other be used to power arcane stunts, and cannot be invoked if
lands of Aldea. the roll already generates Stunt Points.

181
Chapter 9: Character Options
damage to a single target. Every 2 points of Outcome
New Arcana increases the damage by 1d6, to a maximum of 6d6. The
target number to resist fatigue is equal to the Outcome of
The following arcanum is available to any character who the arcanum test for creating the Sonic Terror.
has access to shaping arcana.

Sound Shaping Arcana Knacks


Talent: Shaping Time: Major Action Arcana knacks are additional ways to bend the flows of
Target Number: Varies Test: Intelligence (Shaping) power as manifested by a character’s arcana. The sub-uses
Resistance: None Fatigue: Test TN (see description) already listed under certain arcana are also considered to
be knacks—they’re simply so common that learning them
You can mentally control and shape sound. You can is part of learning the arcana as a whole, as opposed to
manipulate any sound you can hear (including sounds you something additional.
produce), and the manipulations last as long as you main- Arcana knacks may be learned in one of several ways:
tain them. Creating multiple effects at once (such as making
• Characters may learn new knacks from talents or
a flute sound louder while also improving its pitch) counts
specializations.
as maintaining multiple arcana. Sound Shaping does not
produce sound, but alters an existing sound. • Certain arcane items may be imbued with the power
to perform these knacks when the arcanum is chan-
Volume Manipulation TN 7+ neled through them. A character who practices with
and studies these items for at least an entire season
You choose a sound you can hear and make it louder or may learn to use the knack without the item.
quieter for all listeners within a 20-foot radius, and can
• Mentors who already know a knack may teach it to
move this radius at will anywhere in your line of sight as
a character, usually over a course of study lasting
a minor action. For each 10 feet you add to the radius of
between one and six weeks. (This takes seven weeks
the volume adjustment, the target number increases by +2.
minus the rating in the ability that governs the use of
Volume Manipulation is not fatiguing.
that arcanum, minimum one week.)
Sonic Alteration TN 9+ • Strange situations and need may cause characters
to spontaneously develop the knack that will save
You choose a sound you can hear and alter it for all their lives or dramatically turn around a situation. A
listeners within a 20-foot radius, and you can move this player may, with the Narrator’s permission, spend
radius at will anywhere in your line of sight as a minor 1 Conviction point in such a situation to spontane-
action. A sonic alteration can make a sound objectively ously manifest the knack. Either the player or the
worse (speech is more difficult to understand, a lute Narrator may be the one to propose the gain.
loses its pitch, etc.) or objectively better (slurred speech
becomes clearer, an off-key song grows mellifluous, etc.). Cold Shaping
For each 10 feet you add to the radius of the effect, the
target number increases by +2. The target number to resist There are two new arcana knacks available for the Cold
fatigue is equal to the target number used to generate the Shaping arcanum.
Sonic Alteration.
Freezing Aura TN15
Ventriloquism TN 7 or 11
You can surround your body in a mantle of arctic cold,
You throw the sound of your voice to a target listener which causes no harm to you and does not damage
within your line of sight up to 60 feet away. The listener anything you are wearing or carrying. Manifesting a
hears your voice as if you were standing next to them; no Freezing Aura is a major action, fatiguing, and requires
one standing next to you will hear your voice, although a successful TN 15 Intelligence (Shaping) test. Freezing
they can see your lips moving. Other creatures within the Aura lasts one minute (4 rounds) and does 1d6 damage,
immediate vicinity of your target may make a Percep- plus an additional +1d6 for every 2 points of Outcome (up
tion (Hearing) test to see if they can hear you. The target to 4d6 total), to anyone you touch.
number is 7 in an otherwise quiet space and 11 in an other-
wise loud space. Ventriloquism is not fatiguing. Freezing Weapon TN15
Sonic Terror TN 13 You are able to enshroud your weapon in bone-numbing
ice which does no damage to you or your weapon. Mani-
With a successful TN 13 arcanum test, you can turn an festing a Freezing Weapon is a major action, fatiguing, and
existing sound into a weapon, dealing 1d6 penetrating requires a successful TN 15 Intelligence (Shaping) test.

182
Chapter 9: Character Options
Arcane Knack Items
The following items permit arcana wielders to utilize their listed knacks when they channel their arcanum through
the item. After a season of dedicated use, an arcanum wielder learns the knack in question, and can employ it with
that arcanum without need of the item.
• Aegis Ring: An arcane item crafted of gleaming silver with a shield-shaped quartz sliver as its centerpiece,
this ring can be used to create the Extended Psychic Shield knack for its eponymous arcanum.
• Envoy’s Locket: An arcane item wrought from plain copper which opens to reveal a thin glass bubble filled
with quicksilver within, this locket can be used to create the Mind Vault Mind Shaping knack.
• Firespirit Garnet: An arcane stone carved from a garnet with a bright, person-shaped occlusion in its center,
this pendant can be used to create the Flame Aura Fire Shaping knack.
• Wintersteel Dagger: An arcane weapon shaped from a strange, icy-white steel and engraved with patterns
like frost, this dagger can be used to create the Freezing Weapon Cold Shaping knack.

The Freezing Weapon adds +1 damage and an additional


focus known to the subject into your own mind. This is a
+1 for every 2 points of Outcome. This knack immediately
major action, is fatiguing (at a target number equal to the
ceases if you are disarmed or release your weapon; as
roll for the knack’s activation, plus 2 per each additional
such, it cannot be used on ranged weapons.
activation of Implant Knowledge currently active), and
Fire Shaping requires a successful TN 13 Communication (Psychic)
test. The subject retains the imparted information for one
There are two new arcana knacks available for the Fire hour, plus one additional hour for every two points of
Shaping arcanum. Outcome.

Flame Aura TN15 Mind Vault TN11


You can surround your body in a shroud of fire, which Mind Vault is a variation of the Alter Psyche knack
causes no harm to you and does not damage anything you which allows a character to use Mind Shaping on them-
are wearing or carrying. Manifesting a Flame Aura is a selves. This allows them to conceal key information or
major action, fatiguing, and requires a successful TN 15 memories from Mind Reading. While this information is
Intelligence (Shaping) test. Flame Aura lasts one minute hidden away, the bearer of the information cannot access
(4 rounds) and does 1d6 damage, plus an additional +1d6 it either. The character may set a trigger to restore the
for every 2 points of Outcome (up to 4d6 total), to anyone hidden memory, be it a set length of time or a particular
you touch. stimulus, such as seeing a certain person or hearing a key
phrase.
Flaming Weapon TN15 Creating a Mind Vault is fatiguing and requires a
successful TN 11 Communication (Psychic) test, along
You are able to wreathe your weapon in flames, which with some time. The amount of time required varies
do no damage to you or your weapon. Manifesting a depending on the extent of the information being hidden,
Flaming Weapon is a major action, fatiguing, and requires using the Mind Shaping Table in Chapter 4 of the Blue
a successful TN 15 Intelligence (Shaping) test. Flaming Rose core rulebook.
Weapon adds +1 damage and an additional +1 for every 2 Those using the Mind Delving arcanum may discover
points of Outcome. This knack immediately ceases if you the presence of a Mind Vault, but not what it conceals.
are disarmed or release your weapon; as such, it cannot be “Does this mind have a Mind Vault?” is always a legiti-
used on ranged weapons. mate question to ask during the use of Mind Delving
(assuming the questioner knows of the knack’s existence),
Mind Shaping though the target receives a +3 to the resistance test to
avoid answering it.
There are two new arcana knacks available for the Mind When the trigger that unlocks the Mind Vault activates,
Shaping arcanum. there is a possibility that the recalcitrant psyche may
simply keep the memories locked away. The bearer of the
Implant Knowledge TN13 Mind Vault must make a successful TN 9 Communication
(Psychic) test to have their memories returned. This target
Using this knack, you may temporarily implant any number increases by +2 per subsequent attempt, cumula-
focus you know into the subject’s mind, or implant any tive within the same twenty-four-hour period.

183
Chapter 9: Character Options
A character with Mind Shaping (including the one failed. If the Deathblock is activated, the user’s psyche
who bears the Mind Vault themselves) may attempt to collapses in on them, leaving a living, mindless shell.
unshape a Mind Vault they are aware of. This uses the Unless intended otherwise, anyone who establishes
Alter Psyche knack of Mind Shaping and is a resisted use Psychic Contact with the user can detect the Deathblock. If
of the arcanum, and the Mind Vault gives the target a +3 the user deliberately intends to hide the Deathblock when
bonus to the resistance test. it is established, an opposed Second Sight versus Psychic
Shield test is required to sense the Deathblock.
Object Reading
Extended Psychic Shield
There is one new arcana knack available for the Object
Reading arcanum. You are able to use your Psychic Shield to protect others
from mental attacks. The number of allies you can extend
Reconstruct the Scene TN16 this protection to is equal to your Willpower ability, and
they must be within your line of sight. For each additional
Through shrewd observation and your Object Reading ally under your shield, you take a -2 penalty to all Psychic
arcanum, you are able to look at a scene and reconstruct Shield tests, including your own. Extending your shield
the events as they transpired. To use this knack, you must this way makes this knack fatiguing. The use of Psychic
make a successful TN 16 Perception (Visionary) test. While Shield remains a free action, and if someone under your
the starting target number for this test is 16, it should be shield is mentally attacked, you make the opposed test on
adjusted based on the number of clues available at the their behalf. Extending or withdrawing your shield is a
scene. Succeeding on the test gives you a single “read,” free action.
plus another read for each additional 2 points of Outcome.
Reads reveal obscure and possibly critical details about Inner Wall
the scene which can’t be uncovered by a simple Perception
(Investigation) test. Reads do have limitations, though. As part of the process of crafting an alternate persona, you
For example, a read would not reveal that a city watch hide away a portion of your memories and personality
captain was assaulted by the street tough named Jonas; behind an inner wall in your mind. As long as your wall is
instead, it would reveal the assailant was a big man, over in place, anyone using extrasensory arcana on your char-
six feet tall, who favored his left hand and smoked a pipe. acter will only pick up on your false personality. Crafting
When using this knack, you appear to have entered a this wall takes an hour of meditation, at the end of which
fugue state to any onlookers. In your mind’s eye, the you must make a Psychic Shield arcane test. The result of
blurry rendition of the scene plays out for you, with the this test is the target number for others to notice the exis-
reads shifting into sharp focus. Reads will never reveal tence of this wall.
names, faces, or any dialogue exchanged during the scene. Characters using Heart Reading, Heart Shaping, Mind
Delving, Mind Reading, Mind Shaping, Psychic Contact,
Psychic Shield Psychic Domination, Sense Minds, or Suggestion have a
chance of noticing the presence of the wall. If the result of
There are three new arcana knacks available for the
their reading arcana equals or exceeds the result of your
Psychic Shield arcanum.
Inner Wall test, they notice there is some part of your
psyche that is locked away, but not what is hidden. Each
Deathblock TN15 time someone tests your Inner Wall in this way, you must
Use of this knack is considered an extreme measure and resist fatigue against a target number equal to that made
best left as a last resort. If the user’s mental defenses are by the one probing your wall.
breached, the Deathblock is triggered, shattering their Characters that have noticed the wall may attempt to
psyche. Setting a Deathblock in place requires a major break through it, using Heart Reading, Mind Delving,
action, along with a successful TN 15 Willpower (Psychic) Mind Reading, Mind Shaping, Psychic Domination, Sense
test. When initiating this knack, the user may determine Minds, or Suggestion. This is an opposed test between
if it is triggered by all mental incursions, or specific their arcana test and your Psychic Shields or Willpower
arcana such as Mind Reading or Psychic Domination. A (Self-Discipline). If you win, the reader may not make
Deathblock may be dismissed as a free action at any time, another attempt the same day unless they take a level of
including just prior to it being triggered. fatigue. If you lose, the reader immediately breaks through
The Deathblock is triggered once the user’s Psychic your wall and may make a second arcanum check, this
Shield is overcome and any applicable resistance tests are time against your fully integrated psyche.

184
ities and settled locations tend to feature more
Advantages
C prominently in romantic fantasy than in other
sorts of fantasy. This isn’t surprising, of course—
in a genre where the relationships built between charac-
of a City Series
ters are paramount, these settings provide plenty of allies,
The following are some of the main advantages of a Blue
rivals, and enemies, sometimes even in the same charac-
Rose series set in a large city, particularly the city of Aldis.
ters over the span of the narrative.
A Blue Rose series set primarily in an urban environment
such as the city of Aldis offers particular opportunities and Home Base
challenges for Narrators. This chapter looks at them, along
with ways to adapt and supplement the material found First and foremost, characters in a city series are home or,
in Chapters 8 and 9 of the Blue Rose core rulebook to suit at least, never too far from home. This means they can
a city-focused series. It also offers some ideas unique to have a residence or home base (or both) within the city
urban adventuring, as well as resources to make running a but, more importantly, they can have a home life. They
city series easier. Some of the advice in this chapter applies can return home at the end of a day, perhaps to family
particularly to series set in the city of Aldis, while the rest and loved ones, and they can build up a network of
can apply to one set in any large city in Aldea. friends and relationships. This has the added benefit of
characters having something additional to protect as part
of the series: their home!
The Highs &
Lows of the City Sense of Familiarity
If you plan to run a Blue Rose series set and centered in The stability of having a home base means there can be
Aldis, what are the advantages and challenges of doing a sense of familiarity to the setting. Characters in a city
so? If you know these in advance, you can look to play series can have a favorite teahouse where they gather, or
to the strengths of an urban series, while downplaying a particular park or plaza where they like to stroll. They
or otherwise compensating for its weaknesses. Consider can visit the same places time and again, more easily than
them as you plan out your own series and its adventures. travelers returning to some place they’ve been before.

185
They can also build up memories associated with specific sans, experts, and teachers, to name but a few. Aldis is
sites and parts of the city as the series unfolds. Still, home to all the key organizations of the kingdom, and if
the city is large enough to offer new places to visit and the heroes cannot find what they are looking for in the city,
explore for some time. This sense of familiarity also allows chances are it isn’t all that easily available in the first place.
players to describe their characters in terms of what their
perspective of the city is. Where is their home and how is Constant Opportunity
it furnished and decorated? What places do they frequent?
What neighborhoods do they enjoy (or avoid)?
A city the size of Aldis always has something going on
thanks to the intersecting lives and interests of almost
Cast of Characters countless individuals and the great institutions at the heart
of a nation. The city is full of all kinds of potential. As the
Not only does the city provide a home for the players’ popular saying goes, “If you tire of life in Aldis, ‘tis time for
characters, but it also does so for a large number of other another turn of the wheel, for you have tired of this life.”
people, allowing the heroes to have a considerably larger
recurring cast of supporting characters. In the city, they
are likely to see many of the same people every day, Challenges
certainly frequently enough for them to become fixtures
of the series. On the other hand, the city is also full of
of a City Series
so many people it is impossible for your protagonists to
know everyone, so it is easy for the Narrator to introduce The following are the challenges of setting a Blue Rose
fresh characters, because there’s always someone new just series in a large city, particularly the city of Aldis.
around the corner.
Overwhelming Detail
Access to Resources
While a traveling series ventures all over the world, char-
Cities feature the greatest concentration of resources avail- acters only see discrete parts of their surroundings at
able, from specialized goods to libraries, archives, wealth, any given time. Much about the places they visit can be
and so forth, as well as the greatest concentration of arti- painted in broad strokes, and then not seen again for some

186
Chapter 10: Narrating a City Series
time. In a city series, the focus is always on one place,
so there are opportunities to explore it in great depth
and detail. While material such as this book is helpful to
All Roads
Narrators in managing that level of detail, it can still be a
lot to handle. Running a city series requires some careful
Lead to Aldis
Aldis is the center of the known world in many ways: the
note-taking and record-keeping to build up details over
ancient capital of the Old Kingdom that once spanned
time, as well as resources for coming up with elements of
far and wide, the stronghold of the Sorcerer Kings of
the city on-the-fly during a game.
the Empire of Thorns, the spark of the Great Rebel-
lion that toppled them, and the light of new hope that
Close to the Center, rose to rebuild the Kingdom of the Blue Rose. The city
Low on the Pyramid is legendary in its own right, and a great prize for its
people to protect, and for their enemies to envy and seek
Blue Rose Narrators have to manage the issue of low-level to control—or destroy.
heroes starting their careers in Aldis, when some of the
most famous and powerful people in the kingdom already Center of Travel
live there. Initially, the characters are close to the centers of
power but still fairly unimportant in the grand scheme of Unlike in a traveling series, in a city series, all roads liter-
things. This is fine, and there are vast numbers of people in ally lead to Aldis. Rather than wandering far and wide
the great city who do not have access to the Royal Palace in search of adventure and exploration, the heroes of the
or get to chat with the queen whenever they want, but be story have only to wait in the greatest city in all Aldea
prepared to manage player expectations of their charac- for those things to come to them, and they will. Traffic
ters’ status. is the lifeblood of a city. Its roads, bridges, docks, and
canals are the arteries through which it flows, keeping
Passing Over the city and its people alive and vital, infusing it with
new visitors and immigrants, and removing exiles and
Related to the previous issue is making sure the heroes expatriates. Traffic brings goods into the city from the
deal with challenges at their level, so players aren’t surrounding communities, particularly food and other
constantly left wondering why the “big names” of the vital supplies the city cannot easily produce on its own,
before turning around to take out the manufactured
city aren’t taking any notice. Likewise, ensuring the
goods the city trades to the wider world. Block that traffic
characters feel some sense of responsibility to handle
for any real length of time and the city suffers, sickens,
challenges at their level on their own, without looking
and will eventually perish.
to hand them off to either their superiors or their under-
lings, is also important. It can help in these situations to
remind players that their heroes’ reputations may be on Maintaining Safety
the line, to say nothing of employment or positions of
trust. If they frequently pass over things they should be The key concept of a city series is that adventure oppor-
doing, they will quickly find themselves entrusted with tunities find their way there, rather than the heroes trav-
fewer and fewer tasks. eling to seek them out. There is a great deal going on in
a city as large as Aldis, particularly one that is also the
Respect for the Law capital and heart of a thriving nation. Although the city
and its domain are lauded as safe—and they generally
are—that doesn’t mean there are not things for heroes to
In some roleplaying games, the player characters are
do. Far from it! The work of keeping a city like Aldis safe is
outlaws, rogues, or rebels—if not actual criminals—
ongoing and never-ending, worthy of heroes such as those
whereas in Blue Rose, the presumption is that the char- your players may create.
acters are heroes, champions of justice, law, and civiliza-
tion. The city is at the center of that devotion. The players
characters must respect the rule of law in the city, espe- Visitors Among
cially if they are entrusted with enforcing it! Adventures
out on the wild frontier or in savage or lawless lands
the Throng
allow a certain amount of latitude, but a city series means
that if the heroes tear through a shop or tavern, they may Some of the people heroes in a city series encounter are
well be faced with an angry shop- or tavern-keeper later locals while others are visitors. Well-known and legiti-
on! While their roles may allow them to bend the rules— mate visitors may have their arrivals noted and planned
particularly if they are agents of the Crown—they cannot well in advance, with diplomatic protocols for greeting
ignore them. and dealing with them while in the city. Others may arrive

187
Chapter 10: Narrating a City Series
quietly—even covertly—with their presence unknown short story arc. Fortunately, there are plenty of oppor-
until someone spots them. It’s difficult for modern people tunities to give the players a change of scenery and a
to appreciate just how easy it is to lose yourself in the chance to get away from the familiar and out into the
throng of people in a city the size of Aldis. Although there world from time to time.
are some bureaucratic records, there’s nothing quite like One is simply leaving the city on an errand or mission
modern media and data-sharing in Aldea, so it’s possible of some sort. This can range from a short trip into the
for a person to adopt a false name or guise and simply surrounding regions up to overland or oversea travel
disappear into the crowd. People come to Aldis every day for weeks or even months. You don’t have to emphasize
via every possible route. While psychic messages are far the journey, although you can play out the interesting
more effective than wanted posters in terms of putting parts of it. However, taking the characters away for too
the faces of fugitives into the minds of the authorities, it is long can change the focus of your series. That said, travel
still difficult to watch every port of entry, much less every away from the city can be refreshing, and it allows you
crowded street corner. the opportunity to have things happen at home while the
characters are away, such that there are interesting new
situations taking place when they return.
Streets and Rooftops
The close confines of the city can make it easier to escape
The Traveling Court
notice or pursuit by disappearing into a crowd or down
The Aldin tradition of the traveling court (see Chapter 6
the nearest alley or side-street. Heroes may sometimes
of the Blue Rose core rulebook) offers an opportunity to
have to pursue, or escape from, adversaries along the
get out of the city, as well. Courtiers, nobles, envoys, and
city streets or even across rooftops. Narrators can assign
other servants of the Crown might be chosen to travel with
appropriate modifiers to the target numbers of ability
tests for the urban conditions: a Dexterity (Stealth) test the court on its two-month sojourn in another of the king-
may get a bonus of +2 or more for being on a crowded dom’s cities, either as part of the regular relocation of the
street, for example. court every three years or due to some crisis. Conversely,
having the court leave Aldis for another city can change
things for those who remain behind. Antagonistic or crim-
Pursuits inal elements might be emboldened, adversaries could
look to take advantage of what they see as Aldis’ weak-
For pursuits, an advanced test is better suited (see ness, ambitious nobles or merchants might advance their
Advanced Test in Chapter 10 of the Blue Rose core own causes, and suchlike. In a high-level series, a player
rulebook). Usually this involves a test of Constitution character might even be chosen to manage the city in the
(Running), although Dexterity (Acrobatics) and Strength Sovereign’s stead!
(Jumping) may come into play. Achieving the test’s
success threshold means the characters have caught their
quarry or escaped pursuit, depending on their goal. For an
added element of risk, the Narrator may have a failed test
The Presence
as part of the advanced test lead to some consequence for of the Past
the failing character, ranging from colliding with a person
or obstacle in the way to narrowly missing a difficult leap As the expression says, “Rome was not built in a day.”
from rooftop to rooftop! Cities grow over long periods of time—generations,
Going from street to rooftop or vice versa is typically a centuries, or even longer. The city of Aldis is nearly two
test of Strength (Climbing), with a target number ranging thousand years old, dating back to its founding during the
from 9 (easy) for a wall with plenty of hand- and footholds Old Kingdom, built up from its initial settlement in what
to 15 (hard) or more for a fairly sheer, slick, or otherwise is now the High Ward, and slowly spreading outward,
difficult climb. Depending on the circumstances and the growing far beyond the old city wall. During that time, the
length of the climb, a failed test might result in no prog- city has expanded, suffered devastation, and been rebuilt
ress, or it could mean a fall from a height of about half the multiple times, creating layer upon layer of history. The
distance. city is thick with the presence of the past, especially to
those sensitive to such things.
There is a strong tendency to reuse and refurbish what
The Road Away can be maintained in a city such as Aldis, meaning some
structures are centuries old, parts of them having been
While a city series focuses on life and adventure within replaced and rebuilt over time. Others are put together
the urban environment, there’s nothing wrong with from the remains of other, older structures, or built on
taking a break occasionally and getting the characters their foundations. For example, what is now a shop might
away from the city for an adventure or two or even a be built on the site of a tavern or home that burned or

188
was torn down, and what is now an elegant hotel might Darkest Legacies
once have been the manor house of some rich merchant
during the time of the Sorcerer Kings. Building materials
The shadows of the empire linger in other ways, as
and fixtures are taken from the wreckage of old struc-
well. The Great Rebellion damaged many parts of the
tures and used in new ones.
city, which were either rebuilt or demolished and built
All of this has some effects on visionary and psychic over. What’s more, many remnants of the empire remain:
arcana, in that places in cities as old as Aldis can have hidden chambers beneath buildings, secret passages,
layer upon layer of psychic resonances left behind. catacombs, and the like that concealed rebels, served
Narrators should keep this in mind when assigning or smugglers and criminals, and were lairs for cults and
modifying target numbers for those arcana, and cunning dark deeds. Many took the existence and secrets of these
foes might take advantage of it in order to thwart arcane places to their graves, so who knows the extent of Aldis’
investigators. “shadow city”?
The extent of those remnants of the empire can be impor-
Shadows of the Empire tant, since although Aldis has done much to rid itself
of the legacy of the Sorcerer Kings in the past centuries
and remains ever vigilant, there are still places in the city
Although the present citizens of Aldis have had centu- that may contain sorcerous artifacts or other relics of that
ries to erase the scars and works of the Sorcerer Kings, it corrupt time. Such things may be no larger than a ring,
cannot be forgotten that the great city was the center of gem, or piece of bone hidden in a chimney ruin or beneath
the Empire of Thorns for nearly three times longer than a false floor. What’s more, there remain corrupt places in
it has been free from its dark rule. As much as Aldins the city, often tucked away or waiting for the right condi-
would like to put aside the interregnum, they under- tions to manifest themselves, which feed into the Fates of
stand the importance of the words “never forget” and the those who are there. It is often the responsibility of agents
shadows of history surrounding them. Somber memo- of the Crown like the Sovereign’s Finest to deal with such
rials are found in parts of Aldis as reminders of life under things. See Corruption in Chapter 2 of the Blue Rose core
the Sorcerer Kings. rulebook for details.

189
The City of Ten The Guilds
Thousand Stories While the members of the nobility are the officially-
sworn and vetted guardians of the public good, there
The most prominent feature of cities is their concentra- are other loci of power in the city. The Guild Council
tion of people. Wandering envoys visiting tiny villages must also be contented with. This body of merchants
and far-flung outposts may only see a few dozen or so and tradespeople has its own agenda, primarily looking
people at a time. In the great city of Aldis, characters to protect the prosperity and business interests of its
are likely to see more people than that just walking out members. Negotiations and compromises between the
their front doors in the morning. The streets, plazas, and Noble Council and the Guild Council are common, since
the those who guide the machineries of trade are capable
buildings of the city are thronged with people, and each
of inconveniencing those who stand against their wishes.
person has their own particular story. The concentration
Some of the most active politicking in Aldis occurs
of people in the city also affects the kinds of stories told
between members of the Guild Council, particularly when
there, as well as the sorts of adventures that draw in the
they hold their own elections to choose their members
heroes, including tales involving politics, social conflicts,
and director, who serves on the Sovereign’s Council.
investigations, and criminal activities.

The Rhydan Council


Politics
The Rhydan Council likes to outwardly maintain the notion
Aldis is the capital city of its namesake nation, the home that it has as little to do with politics as possible, but the
of the Sovereign and the institutions governing Aldis and truth of the matter is the rhydan of Aldis keep a watchful
its people, so politics are interwoven with the city’s very eye on everything that happens in the city. Psychic conver-
existence. Although Aldins make every effort—including sations and conclaves occasionally turn to debate about
the test of the Blue Rose Scepter—to ensure their political the affairs of the rhydan’s two-legged neighbors and what
leaders are free from corruption and have the best interests the awakened animals should do concerning matters that
of the people and nation at heart, politics remains “the art reach their attention. Veterans of Aldin politics know the
of the possible.” Nobles and other leaders must balance “head” of the Rhydan Council chosen to serve on the
differing needs and limited resources against what is just, Sovereign’s Council is perhaps the best-informed person
equitable, and for the greatest good, and also explain their in all of Aldis. The term “spymaster” is considered rude,
decisions to the people. but it’s not entirely inaccurate, either.

190
Chapter 10: Narrating a City Series
ties are only concerned when such conversations turn
Social Conflict into arguments—or, worse yet, fights—or in instances
when a “seer” or other mystic is an agent or front for a
Beyond just the day-to-day politics of ruling and running shadow cult. In fact, only open worship and proselytiza-
a city and a domain as large as Aldis, there is also the tion involving the exarchs is forbidden in Aldis, and any
“small” matter of large numbers of people living together public discussion of such is sure to draw attention and
in relatively close quarters. While Aldins have a reputation some serious inquiries.
as unfailingly polite and cheerful, no large gathering of
folk is entirely without discord. Most of the social conflict Corruptions
in Aldis is minor disputes between neighbors over petty
annoyances, some of which rise to the level of requiring
The avoidance of anything touched by Shadow connects to
arbitration or some sort of outside mediation; work that
the other social conflict in Aldis: the treatment of shadow-
is good training—or punishment—for those in service
touched peoples, particularly the night people and the
to the people. Two larger social conflicts more regularly
dark vata. The inclusion of races literally created by the
concern Aldis: religious proselytizing and relations with
arcana of the Sorcerer Kings has tested Aldis’ openness,
races perceived as sorcerously corrupt.
and not everyone passes that test. Even after generations
of integration, a small handful of people remain suspicious
Conversions of and prejudiced toward anything they deem “corrupt”
or “touched by Shadow.” Such behavior is considered
Proselytizing is not technically illegal in Aldis, but is inappropriate in society, but it still exists, often festering
considered in poor taste and an annoyance by most, and quietly beneath the surface until the right opportunity or
a potential threat to society by some. Most proselytizers incident brings it into the open. That Queen Jaellin has
in the city are members of the Church of the Pure Light, chosen a vata’sha from Kern as her consort shows clearly
seeking to warn the people of Aldis and bring them into where she stands on the matter, and the just and fair
what they believe to be the light and protection of their people of Aldis continue to counter the notion that preju-
faith. They cite a lax attitude towards dangerous practices dice against any person is permissible.
like sorcery and “corrupt” beings like the night people,
as well as what they describe as a decadent culture that
does not focus on the “core family” as the “cornerstone of Crime and Mysteries
society,” as is the case in Jarzon. In short, Aldis should be
more like Jarzon to survive in the world, and should take Beyond mere politics and social friction, Aldis, like all
up the same faith towards that end. cities, experiences crime, ranging from petty theft to cold-
Other proselytizers tend to be lone prophets, seers, blooded murder. Thanks to the Aldin Watch, the queen’s
or mystics, sharing their own particular visions of the justice is swift and, because of the arcane arts, fairly sure as
gods and their plan for the world and the souls of the well. This tends to keep crime in the city limited primarily
Eternal Dance. In general, proselytizers get ignored or to crimes of passion and professional criminals who know
told to move along if they’re not welcome. The authori- their trade and are willing to take the risks involved. The

Investigative Tools
Object Reading is the most common and effective investigative tool, offering glimpses of past events from psychic impres-
sions left on places and objects. It is not perfectly effective: as mentioned under The Presence of the Past, some areas of
the city are so dense with layers of psychic impressions that the target number for an Object Reading test is much higher,
perhaps even +6 or more. Savvy criminals are also careful to avoid emotional outbursts or psychic shocks likely to leave
traces; if all the victim experiences is a sudden, sharp stab from nowhere before death takes them, without even seeing
their killer, then arcane investigation will reveal little. Second Sight is also used to investigate any signatures left behind
by arcana.
In speaking with witnesses and suspects, Heart Reading is useful to sense their emotional state and to pick up when they
are lying. It is also not perfectly reliable, as the innocent are often quite agitated or nervous when speaking to the authorities.
A heart-reader might miss a lie and cannot pick up on half-truths or lies of omission. Still, a criminal would do well not to
speak at all when questioned, or to stick to the absolute truth. While other psychic arts like Mind Reading and Mind Delving
are quite useful in finding and interrogating people, they are also sorcery when used without the subject’s consent. Such
techniques made the secret police of the Sorcerer Kings frightfully effective, but are not practiced in places such as Aldis. This
means the process of using arcana to dig up evidence and find and apprehend a suspect still tends to involve a good deal of
leg-work and more mundane investigative methods.

191
Chapter 10: Narrating a City Series
Quick NPC Generation
In the appendices in the back of this book, you’ll find a Narrator Character generator, which uses a combination of pulls
from the Major and Minor Arcana to help generate on-the-spot characters for the Narrator’s use. They provide appearance,
personality, role in Aldin society, and motivations. Narrators should of course always feel free to choose from the charts
included, ignoring or even entirely forgoing any cards drawn to best suit the scene at hand.

latter tend to belong to the Shadow Guild or the Silence, quickly glance at the names on your list, choose one, and
or else are small-time enough to escape their notice. Those place a note or check mark beside it to note the arrival of
who rise above such ranks are either recruited or elimi- this new named character. The name you choose might
nated as potential rivals. The professional criminals of also offer clues about that character. If it sounds “foreign,”
Aldis prefer a peaceful and orderly city, so they take pains perhaps the character is a visitor or immigrant, for example.
to keep their own activities in the shadows. The back of this book has an appendix with a broad selec-
This is vital because the Watch solves most of the crimes tion of names to get you started.
they become aware of, given time. Thus, the ideal crime Likewise, you can also prepare a quick reference for the
is one that is never detected in the first place, or at least major named characters in your series, ones the heroes
not until the trail of investigation has gone truly cold. interact with on a regular basis. This could be a reference
Both the Silence and the Shadow Guild operate in small table on one or more sheets of paper, a set of index cards,
cells specifically to insulate their organizations against or even a searchable spreadsheet or wiki—whatever is
the possibility of one compromised lieutenant revealing easiest for you to reference while running the game. It
all to the authorities. For their part, the Aldin Watch uses gives you an easy way to recall a particular character’s
all non-sorcerous means at its disposal to investigate name, role, or other details at a glance.
crimes and to track and interrogate the perpetrators.
Central Casting
Faces in the Crowd For additional inspirational images, you can collect
photos and art, either digitally from online sources or as
It is hardly expected of the Narrator to prepare a census
clippings from print materials. Focus on images of people
of the hundreds of thousands of people living in a city the
who could be characters in your Blue Rose game: use their
size of Aldis. Most of the time, the bulk of the population
pictures to inspire descriptions, or even just show them
is made up of background characters, a largely faceless
to your players when they ask what someone looks like.
crowd. You can describe the diverse people the heroes pass
Encourage your players to get involved in this process by
on the street to give scenes a sense of place, but otherwise
collecting and giving you images they find inspirational.
you don’t need to worry about them. Still, from time to
You can extend the process to scenery, locations, and the
time, the player characters are going to encounter random
like, as well.
people and you will need to know more about them, such
You can even bring this image collection into game
as when they stop to ask questions of that incidental cart-
play by having your players provide you with themed
hauler, baker, or child. In these cases, you need to come up
images. For example, have each player provide one or
with characters on the fly to help your setting come to life.
more images of people their characters would be roman-
The following are some useful resources for the Narrator
tically interested in, if they met them. Then you can
in these situations.
build a character around that image and introduce them
in play, knowing the player character will show some
Roll of Names interest. Things can get complicated if one of their poten-
tial romantic interests also turns out to be an antagonist!
You may wish to prepare yourself with a list of ten to twenty You can do the same with images of people the players
character names: first names, possibly surnames, sorted by feel their characters would immediately dislike, want to
gender and nationality, if necessary. When players ask the help, and so forth, giving you a useful “central casting”
name of a random character you haven’t detailed, you can resource for the game.

192
he Case of the Rhydan Swine is a Blue Rose adventure any traces. With the hogs slated for slaughter soon, no

T for a group of four to six characters, levels 1–3. It is


intended as an introductory adventure which can
start the characters’ careers in the city of Aldis and lead
evidence at all will be left behind.
Except that Aron, the young grandson of Farmer Faldin,
is a budding adept and quite fond of Wilhelmina, one
into an ongoing series set there. Narrators may wish to of the pigs. As slaughter time approached, Aron used
adjust the opposition in the adventure for a higher-level his nascent psychic talent to tell the farm hands “No!”
group of heroes, either increasing the number of adver- and they mistook it for one of the pigs awakening as a
saries, or making them more formidable as outlined in rhydan! Since killing another intelligent creature would
Beefing Up Adversaries in Chapter 12 of the Blue Rose be murder, the farmers set about finding the supposed
core rulebook. rhy-pig, buying Aron some time but raising the suspicions
This adventure tends to suit a mix of heroes with some and ire of the Silence. If there were a rhydan in the sty, that
strong investigative abilities and an interest in enforcing could mean a witness to their crimes!
the law, although the characters do not need to be official Young Aron worked up a scheme to save Wilhelmina and
agents of the Sovereign or the like. Animism and Psychic release her on the outskirts of Aldis by convincing folk at
arcana are useful, but not essential. The same is true of the farm that she was, indeed, a rhydan. He would miss
tracking abilities, particularly if any of the heroes are her, but better she be free than slaughtered! He used his
rhydan. arcane talents to get Wilhelmina released, but then took
it upon himself to escort her away, disappearing from the
Adventure farm. Aron’s undisciplined and uncontrolled use of arcana
attracted the attention of a shadow cult, offering them a rare
Background prize: a young, untrained adept. They seized Aron not far
from his home, but the pig Wilhelmina ran off.
Sylas, a hired hand living and working on a hog farm on Now both Aron and Wilhelmina are missing, along with
the outskirts of Aldis, is deeply indebted to the Silence the original victim murdered by the Silence. The criminal
for his gambling losses. So, when asked to perform a syndicate is looking for the supposed rhy-pig they fear
favor for them by way of repayment, he did so without witnessed Sylas’ deeds, while the nervous farmhand fears
question, serving some “special” feed to the farm’s hogs: exposure. Meanwhile, the Cult of the Crimson Eye has
human remains the Silence wanted disposed of without Aron as their prisoner. This is where the heroes come in.

193
The Case of the Rhydan Swine
of the boy and the supposed rhy-pig. Rhydan characters,
Adventure Summary in particular, may be involved on behalf of the Rhydan
Council to ensure the safety and rights of one of their
The adventure is divided up into a series of encounters, own in what could be a delicate situation, especially since
each loosely organized around a particular focus or goal: Wilhelmina is initially a potential suspect in the disap-
The Introduction serves to bring the characters into pearance of Aron.
the story, most likely starting them off at Faldin’s Farm, If the player characters are not the type to be entrusted
although the Narrator may wish to begin a little earlier with an official investigation, they could be amateur or
if it fits the characters and their various in-roads into the freelance investigators, or simply friends or associates
adventure better. of the various parties involved in the plot. Possibilities
Scene One is the investigation at Faldin’s Farm, where include:
the heroes meet the various characters there, learn the
story as the farm-folk know it, and have the opportunity • Characters who are friends—or even relatives—of
to search for clues and follow up on leads. In particular, Farmer Faldin and her family, called upon to help in
they’re introduced to the farmhand Sylas, who is acting this troubling situation.
suspiciously. • Heroes who have crossed paths—and possibly
Scene Two involves tracking down Sylas’ connections swords—with the Silence in the past, who are
with the Silence at a hospitality house on the south side investigating their activities in Aldis. A brief recent
of the Rose River in Aldis. The heroes encounter the crim- visit by Norrood, a known Silence member, to the
inal Norrood and his henchmen, and a conflict may break outlying farm is unusual enough to warrant investi-
out. They also have the opportunity to rescue Wilhelmina gation in hope of a lead about the Silence’s location
the pig, pointing them to the whereabouts of the missing and plans.
Aron.
Scene Three takes the characters to a riverfront hideout • Adepts, particularly those with the Animism and
where the Cult of the Crimson Eye is holding Aron before Psychic talents, may have sensed an unusual burst
they smuggle him across the river and into the depths of arcane activity in the area of the farm and come to
of the city. The heroes confront the cultists and have the investigate, either on their own or on behalf of one
opportunity to rescue the boy. of Aldis’ institutions of learning, religion, or security.
The Conclusion looks at the wrap-up of the events in Likewise, those with the Visionary talent might have
the adventure and possible loose threads for the Narrator premonitions or dreams involving the farm, drawing
to pick up in future stories. them there.
• Heroes tracking the activities of shadow cults in
Introduction Aldis, particularly the Cult of the Crimson Eye,
might have information about cult members spotted
The Case of the Rhydan Swine is assumed to begin when along the road not far from Faldin’s Farm, headed
the characters arrive at Faldin’s Farm in Scene One to north. for example, someone may have just glimpsed
begin looking into the disappearances of Aron and the a poorly-concealed pendant bearing the cult’s
(supposed) rhy-pig Wilhelmina; there’s also a possibility emblem and reported it to the authorities, or directly
they’re there to investigate the disappearance of the to the heroes.
merchant Horst Drover at the hands of the Silence. You
could also start at an earlier point in the timeline, if you Scene One
want to establish more groundwork for the players and
their characters.
Faldin’s Farm
Exploration/Roleplaying Encounter
Involving the Heroes
In this scene, the characters come to Faldin’s Farm, to the
Exactly how the players’ characters get involved in the south of the Rose River, to begin an investigation. They
plot of The Case of the Rhydan Swine depends on who they may begin with not very much to go on, but there are
are and what their roles are in the city. The two primary opportunities to acquire various clues and leads they can
in-roads involve the disappearance and murder of the pursue. This scene is fairly free-form, both an exploration
merchant Horst Drover, and the disappearance of Aron and roleplaying encounter depending on what the char-
and Wilhelmina from Faldin’s Farm. acters are doing, and they are free to go about their inves-
If the heroes are primarily envoys of the Sovereign’s tigation however they wish. Allow the players some lati-
Finest, nobles, guardians, or people in similar roles of tude and be prepared in case they head off in an unusual
civic responsibility, then they may be assigned the task of direction. See Staying On Target at the end of this scene
investigating one or both disappearances, most likely that for some advice in that regard.

194
The Case of the Rhydan Swine
The Farm and its Folk build, made more so by hours of work at her anvil.
She mainly makes and repairs horseshoes, nails,
and farm and household implements. Jorra has
Faldin’s Farm is located on the southern end of the swath
lived happily at the farm for seven years now, after
of farms and cultivated land south of the city of Aldis and
leaving behind a more difficult life on the border-
the Rose River. Because the farm deals primarily with live-
lands of Aldis. She’s grateful for a life of peace
stock, it is located on the outer edge of the area. The farm
among a welcoming community, and hopes to have
itself actually consists of a small collection of buildings:
left her time of struggle for survival behind her.
farmhouses, barns, pens for livestock, sheds, and the like,
Jorra uses the Commoner stock character statistics
making it almost a tiny village, complete with multiple
in Chapter 8, with a Smithing (Blacksmith) special-
families as well as single hands and employees. Compared ized trade focus (as per the Optional: Trade Focuses
to the city itself, the farm is fairly rustic, and more like the sidebar in Chapter 3 of the Blue Rose core rulebook).
Aldin villages of the Central Valleys: there is well-water, for
example, but also outhouses and minimal plumbing, and • Sylas (SI-lass), a farm hand. Although he is a
oil lanterns at night rather than the arcane street lighting capable enough worker, Sylas has a gambling
of the city. addiction that has left him deeply indebted to the
The major people of the farm the heroes are likely to Silence after a long losing streak. He is responsible
interact with include: for carrying out the Silence’s orders to dispose of
the remains of the dead merchant, Horst Drover,
• Faldin, the owner and grand-dame of the farm. although he had nothing to do with Aron or
Farmer Faldin is a mature woman who has owned Wilhelmina’s disappearance. Sylas is fearful of
and run her farm for decades with the assistance exposure and is doing his best to keep his compo-
of two partners, both now deceased. Faldin is a sure—and his secrets. Sylas uses the Laborer stock
conscientious citizen and loyal supporter of the character statistics in Chapter 8.
Sovereign, as well as a no-nonsense businessperson There are thirty other people at the farm, mainly field
with little time for pretense. Her family is vitally hands, cooks, apprentices, and their families. Feel free to
important to her. Faldin uses the Laborer stock make up other farm-folk for the characters to meet and
character statistics in Chapter 8, advanced to Elite interact with, using the guidelines in this book and the
with Bargaining, Nature Lore, and similar focuses Blue Rose core rulebook.
to reflect her vocation.
• Rian (REE-Ahn), Faldin’s daughter and Aron’s
mother. Rian is learning all the business of running
the farm from her mother, more so in recent years
now that her son is older and more independent.
Rian is kind and empathetic, a capable herbalist
who helps treat minor ailments and injuries on
the farm that don’t require the services of a true
healer. Her greatest concern is for Aron’s safety,
and she will do anything to protect him and ensure
he’s returned home. Rian uses the Merchant stock
character statistics in Chapter 8, with the Medicine
(Novice) talent.
• Alain (AL-lane), Rian’s husband and Aron’s
father. Alain manages a great deal of the work
on the farm, particularly the hands and hired
help. His charm and personable nature—the
same qualities that helped win him Rian’s
heart—make him quite good at it. Alain
loves his son, partially because he is so much
his mother’s boy in terms of his kind and
sympathetic nature. He is frustrated by any delay
in finding Aron and bringing him home. Alain
uses the Laborer stock character statistics in the
Chapter 8 with the Strength (Might) focus.
• Jorra (YOR-ra), the farm’s smith and farrier, is a
night person with her people’s broad and powerful

195
The Case of the Rhydan Swine
The Facts of the Matter Reading arcanum) reveals is a lie. If the characters press
Sylas, it doesn’t take much for him to crack; a successful
TN 11 Communication test does the trick, using focuses
Official or even unofficial assistance in finding Aron is
like Deception, Investigation, or Persuasion. Alternatively,
welcome at the farm, and the characters are likely to have
a successful TN 11 Strength (Intimidation) test works,
the opportunity to sit down with Faldin and her daughter
too, since Sylas is something of a coward.
and son-in-law—together or individually—to learn what
If the heroes get Sylas to crack, his guilty conscience spills
they know. The facts are limited, but fairly straightforward.
out the whole story, starting with him moaning, “The pigs!
• Three days prior, the farm prepared to slaughter a The pigs knew—they knew what I did!” He tells the char-
number of their pigs. Sylas, one of the farm hands, acters how the Silence forced him to feed human remains to
says he received a psychic communication, telling the pigs to dispose of them, and how he became entangled
them to stop. Two other farm hands also received with them because of his gambling debts at a place called
this sending. the South Bend near the southern riverfront.
• The farm suspended plans to slaughter the pigs,
believing it was possible there were one or more
Examination
awakening rhydan among them. They made prepa- Careful examination of physical evidence at the farm can
rations to investigate. turn up the following.
• The following morning, Aron, Faldin’s grandson, • A successful TN 9 Perception (Searching) test shows
was missing, along with one of the pigs, Wilhelmina. Aron left the farm with the clothes he was wearing,
There has been no sign of either of them since. his shoes, and belt, but nothing in his room is
• There’s no evidence either Aron or Wilhelmina were disturbed or otherwise missing.
taken by force, or that any violence was done to • A successful TN 11 Perception (Seeing or Tracking)
either of them. test at the pigpen reveals a confused wallow of
tracks in the muck, but also a pair of clear, deep
Investigation footprints just inside the fence made by fairly small
shoes, sized for a child rather than an adult.
Allow the players to have their characters investigate by • A successful TN 11 Perception (Searching) test turns
whatever means they wish, using the following guidelines up a wooden “coin” with a U-shaped bend, a star,
of what they might turn up. and the letters “SB” carved into it—a token from the
South Bend tavern—in Sylas’ quarters. A successful
Interviews TN 13 Intelligence test reveals where it’s from;
The majority of people on the farm haven’t much to add apply a +2 focus bonus if the character has either the
to the facts initially provided by Farmer Faldin. Feel free Drinking or Gambling focus.
to offer speculation about the boy Aron being abducted by • A successful TN 15 Perception (Smelling) test by a
the rhy-pig, or perhaps a creature of Shadow in the form of rhydan picks up faint traces that a human and a pig
a pig, as well as idle chatter about odd folk passing by the made their way away from the pigpen some time ago.
farm on their way to or from the city: cloaked travelers, The trail is too old to follow past the road and there are
Roamers, a lone rider late at night, and so forth. All of this no clear tracks, but it seems they were headed south.
is nonsense, of course, and people seeing threats in harm-
less everyday occurrences, although at least one late-night • If the characters follow the road south and search, a
visit was the Silence delivering Sylas’ first “task” for them. successful TN 13 Perception (Searching) test turns
The other two farmhands, Owain and Midge, back up up a torn piece of blue fabric discarded near the road
Sylas’ story about the psychic voice that spoke to them. that anyone from the farm can identify as belonging
They didn’t recognize it, nor could they tell where it to Aron’s tunic. It’s found less than half a mile away,
came from, but it seemed to them that the pigs were all but out of sight of the farm.
staring at them, so they naturally assumed it was one of
them. None of the three have any real experience with the
Arcana
psychic arts, so they have nothing with which to compare Characters can use arcane means to further their investi-
the experience. gation as well, including the following primary avenues.
During any initial interviews or questioning, a successful
• Heart Reading can tell them when someone—partic-
TN 9 Perception (Empathy) test notes Sylas appears espe-
ularly Sylas—is lying.
cially nervous. If called on it, he simply says the whole
matter has him on edge and that he’s worried about “the • Object Reading used on the swatch of fabric found
poor, missing lad,” which a successful TN 11 Perception alongside the road shows Aron and Wilhelmina were
(Empathy) test or a use of Truth Reading (via the Heart set upon by a small group of cloaked and hooded

196
The Case of the Rhydan Swine
figures, who seized Aron after he tore away from one
of them. Both Aron and Wilhelmina were trussed up Scene Two
and put in the bed of a cart under a cloth, and taken
up the road north. Games of Chance
• Psychic Contact allows a character with the Combat/Roleplaying Encounter
Animism talent to communicate with the pigs as
“witnesses.” Cleverer than many folk assume, the In this scene, the characters have the opportunity to track
swine can confirm Sylas’ misdeeds. They can also down a cell of the Silence operating illegal betting schemes
relate how Aron came and led Wilhelmina out of the in the area of the city south of the river, and learn more
pen, to the road, and away from the farm southward. about Silence operations in Aldis.
If Sylas confesses or the heroes find his token from the
• Second Sight allows a character able to read arcane South Bend, they know where to go. If they’ve talked to
signatures to sense the use of arcana on the farm. A Sylas, they have some sense of what to expect: the Silence
successful TN 13 Perception (Psychic or Visionary) is behind illegal gambling operations in this part of the
test detects there was a psychic contact, while 2 city, and has used them to entangle Sylas in far more
points of Outcome reveal the user was a human serious crimes.
psychic, and not rhydan.

Staying on Target The South Bend


The South Bend Tavern is a somewhat bawdy public
It is entirely possible during this initial scene of the house not far from the riverfront on the south side of the
adventure for the players (and their heroes) to go off on Rose River, in the Grainview neighborhood of the Middle
a tangent, perhaps quite far afield from what is actually Ward, catering to dock-workers, price-conscious trav-
going on. That’s fine, so long as you and the players are elers, and farmers from further south. It’s mainly a place
having a good time, but a concern if it threatens to spoil to drink, although there’s sometimes food to be had, and
the game. Fortunately, you, as Narrator, have a few tools tavern-keeper Nat Crowell is happy to turn a blind eye to
at your disposal to help get the players back onto the whatever else his patrons do or talk about so long as their
right path, if you’re not feeling like improvising whole coin is good. For some time, he has allowed floating dice-
new sections of the story. and card-games at his establishment for “entertainment,”
The first is Sylas. If it seems the characters are going to overlooking the often substantial betting that goes on, or
give him a pass and not press for information, you can how the organizers of said games seem particularly well
have the farmhand’s guilty conscience force him into acquainted with the goings-on in the city. Nat gets a cut,
a confession, pointing towards the Silence as potential and keeps his silence—so to speak.
culprits. . Or, you can have the Silence decide to eliminate If characters visit the South Bend in the evening, there
him as a loose end (see The Silence Strikes, following). are 8+1d6 patrons there. They and Nat use the Commoner
The other is Wilhelmina. If it seems clear the heroes are stock character statistics from Chapter 8: People of Aldis,
going to bypass investigating the South Bend and possibly should it matter, and use makeshift weapons that inflict
miss the rest of the adventure altogether, skip Scene Two 1d6 damage. While tavern patrons are willing to throw
and have the wayward pig find the heroes and pass on a punch or a tankard if provoked, roll a TN 13 Will-
Aron’s message for them to come rescue him. power (Morale) test for them when faced with any real
show of force, including characters drawing steel rather
Optional: The Silence Strikes than raising fists. Any damage to their number provokes
another morale test until they break and scatter.
This is an optional addition to this scene, useful if you
feel the need for some action or conflict. Sylas may make Breaking the Silence
the Silence aware of possible witnesses to their cover-
up and they could decide to deal with the loose ends by The real foes in this scene are agents of the Silence: the
eliminating the farmhand. If so, you can have the heroes crook Norrood and his small gang of toughs. Norrood is
alerted as a Silence killer (use the Rogue from Chapter a Rogue from Chapter 12 of the Blue Rose core rulebook,
12 of the Blue Rose core rulebook) attempts to murder backed up by three Warriors, except they have cudgels in
Sylas, or after the deed is done. If the investigators save place of sword and bow (give them the Bludgeons weapon
Sylas’ life, he tells them everything in the hope of gaining group; +4 attack roll, 2d6+1 damage) and no armor.
protection from the Silence. If the criminals murder the Norrood is a somewhat greasy and rough-around-the-
characters’ primary lead, Sylas might give them a dying edges type. He’s ambitious and looking to advance his
confession, or the heroes might find a note or useful clue position in the Silence; using Sylas to solve a problem was
he left behind. intended to show his initiative. He initially plays things

197
The Case of the Rhydan Swine
cool. If he can, he’ll find out what the strangers think they the characters think to ask the pig to lead them to Aron, she
know before looking to stage a withdrawal. If the charac- does so, running off in the direction of the riverfront.
ters ask to join the game, he lets them. Feel free to have
the players engage in an advanced test of Communica- The Riverfront
tion (Gambling) to see if they can win. However, if things
begin getting too drawn out, one of Norrood’s men gets
The place seen in Aron’s psychic message is fairly easy to
jumpy and takes a swing at a character, starting a fight.
find, even if the characters simply search the streets along
Although Norrood is guilty of a whole host of criminal
the riverfront; easier still if they ask about the landmarks
activities, he knows nothing about the disappearance of or follow Wilhelmina. No test is necessary either way, just
the boy Aron or the pig Wilhelmina. If he’s taken alive, cut to the next part of the scene with the heroes arriving
Norrood can inform on some of the Silence members in outside the run-down warehouse. The place belonged
the neighborhood, a potential boon for the Aldin Watch. to a merchant whose import business fared poorly and
has been taken up by the Cult of the Crimson Eye as a
Scene Three temporary hide-out in this part of the city. Their plan is
to smuggle Aron north across the river, deeper into Aldis,
In a Pig’s Eye where he can be more properly “inducted” into the cult.
The warehouse is a wood-frame building similar to a
Combat Encounter large barn, with sliding doors at either end, a large, open
main floor, and a loft above reachable by wooden stairs
In this scene, the heroes are on the trail of the missing
along one side. Smaller, person-sized doors open in one
boy Aron and can rescue him from the sinister Cult of the
of the sliding doors on each side. The cult has the doors
Crimson Eye with the aid of an unexpected helper.
locked and barred, requiring either a successful TN 15
Strength (Might) test to break them down or a successful
Wilhelmina’s Message TN 13 Dexterity (Lock Picking) test to open them. Char-
acters can also access the interior with a successful TN 13
Most likely, the clue that guides the characters to Aron Strength (Climbing) test to reach a high window.
is Wilhelmina the pig, who escaped from the clutches of
the Crimson Eye cultists bearing a psychic message from Confronting the Cult
the boy. Wilhelmina seeks out friendly authority figures
as well as Aron’s home, so the characters may encounter
Inside the building are members of the Cult of the
her at or near the farm or in the southern part of the city,
Crimson Eye equal in number to the characters. They are
including right outside the South Bend Tavern. The simple
led by a human woman named Sethra. Use the Adept
fact that the characters are looking for Aron provides a bit
from Chapter 12 of the Blue Rose core rulebook for Sethra,
of a psychic “beacon” for his message to reach them—
with the Psychic option and the Heart Reading, Illusion,
along with the fact that they smell of her home farm,
Psychic Blast, Psychic Contact, and Second Sight arcana.
drawing her to them.
The remaining cultists use the Warrior stats, also from
When Wilhelmina makes her appearance, read or para-
Chapter 12 of the core rulebook. Sethra is an ambitious
phrase the following to the players:
young initiate of the Cult, already drunk on the power of
the sorcery she has learned thus far, and seeks to emulate
Just then, a young but quite plump pig, a sow from the cult leader Dara Kalchy (see Cult of the Crimson Eye in
look of her, comes trotting up towards you. Her pink Chapter 6 of the Blue Rose core rulebook for details). Aron
snout wrinkles and ears twitch as she looks right up (use the Child, Chapter 8, giving him the Wild Arcane
at you, her dark eyes meeting yours, and you feel the [Novice] talent, with Psychic Contact, Animal Messenger,
faint, tingling brush of a surface-level psychic contact. and one other as-yet-unmanifested arcanum of the Narra-
“Please...” a young voice says, “help me...” An tor’s choice) is tied up and gagged in the loft and has been
image fills your mind of a derelict warehouse along the dosed with a suppression elixir to keep him from using his
riverfront, along a closed-off pier, and a sign belonging arcane talents any further.
to a chandler’s shop. The cultists fight to the death against intruders, although
Sethra attempts to flee if the odds run against her, either
Any further interaction with Wilhelmina makes it clear alone or taking Aron with her as circumstances dictate.
she is not a rhydan, just a reasonably bright and loyal farm- She may use her Illusion arcana to create a distraction to
yard pig. The psychic message clearly came from someone cover her retreat. If the fight goes against the heroes or
else; anyone with the Animism or Psychic talents knows it they need a last-minute advantage, Wilhelmina the pig
was an implanted message that Wilhelmina delivered. If may help them out, or Aron may recover enough for one
the heroes rush to Aron’s rescue, Wilhelmina tries to accom- use of an arcane ability to offer a warning or to overcome
pany them unless she is forcibly restrained from doing so. If one of Sethra’s powers.

198
draw those groups’ attention, if not an immediate invita-
Conclusion tion or promotion.

Ideally, the heroes manage to rescue young Aron from the


clutches of the cultists and break up a local Silence operation,
Further Adventures
which solves another disappearance and murder as well!
The Case of the Rhydan Swine can be a “big break” adventure
for novice characters in Aldis, bringing them a measure
Rewards of notoriety and the attention of their superiors—as well
as some dangerous foes. It also opens up some possible
If the characters are largely successful in their investiga- storylines for the heroes to pursue in further adventures.
tion, taking down the Silence and the cult members and Certainly, the characters get a reputation as investigators,
rescuing Aron (and perhaps Wilhelmina as well), they problem-solvers, and crime-stoppers, which can lead to
should advance to level 2. If they are already at level 2 or further opportunities for adventure in the city, either as
3, one or two more successful adventures might be needed members, or consultants for the Aldin Watch.
for them to advance again. See the guidelines in Chapter The Silence is not at all pleased about the arrests or deaths
11 of the Blue Rose core rulebook for further details. of some of their people. The operations Norrood controlled
The heroes earn the gratitude of Faldin’s Farm for the were small change, but there is a threat of greater exposure,
safe return of Aron. They’re welcome to visit any time, and leading the organization to tidy up loose ends. The Silence
the farm-folk are happy to help in whatever way they can. may not immediately retaliate against the investigators,
In the future, the farm may serve as a source of local infor- but they’re sure to keep an eye on them to see if they will
mation or even a safe haven, if the characters are in need be a persistent problem. If Norrood survives, he may seek
of one. The farm-folk likely tell everyone about the heroes’ revenge or be tasked with eliminating the characters before
exploits, and might even bring them other problems to they can pose more of a threat. He may also turn up floating
solve, if you’re in need of adventure hooks. If one of the face-down in the Rose River, if the Silence feels he’s a liability.
characters is an adept, particularly with the Animism or Likewise, the Cult of the Crimson Eye takes notice of the
Psychic talents, Aron might seek to apprentice with them, heroes who thwarted one of their promising adepts and
becoming a companion. He’s a smart, hard-working lad denied them the prize of another. If Sethra survived, she
who comes with an unusual familiar. seeks revenge against the characters. If not, her mentor Dara
Any remaining rewards are up to you. If characters Kalchy may do so. The Cult might also take the intervention
have membership or advancement in particular organi- as a sign that these investigators are targets for corruption
zations as one of their goals, this initial adventure may and recruitment, especially any arcane talents among them.

199
he following encounters are not intended to be combat encounters or story seeds. Rather, they are “slice of life”

T encounters—the sort of things characters moving around the city of Aldis might encounter that are worth stop-
ping and noticing. Player characters being the sort of creatures they are, they may choose to pause and investigate
these small scenes, or simply take note of them and keep going about their business.
These encounters are written to be detailed enough for the Narrator to easily embellish them with specific occurrences,
people, and events to make them interesting and relevant to their current series, while leaving the entries themselves
sufficiently generalized that if they are drawn again in the future, they needn’t be the exact same event all over again.
Simply draw a single tarot card during the game, add whatever details you see fit, and lay bare the wonders, turmoil,
and vibrancy that life in the city of Aldis has to offer!

Major Arcana
Card Event
A young, solitary Roamer with a rhy-bonded companion wistfully wanders about the streets, cheerfully conversing
with those nearby. Picking up parts of conversations here and there, you notice that the Roamer is asking for
The Fool
directions to the nearest trading road. Desperate to begin their own journey, the young Roamer seems blithely
unaware of his companion’s obvious discomfort around some of the folk he chats with.
You come across a gaggle of people surrounding a citizen. Preening over the gathered crowd, this brightly dressed
The Adept individual stands in the center of the group, excitedly expounding the virtues of various arcane wares they have
acquired. Enraptured by the adept’s words, some onlookers seem eager to snatch up various items.
An elderly vata’an laevvel woman is out in the city, surrounded by young children. The children bustle around
the elderly instructor, yet their voice remains calm and soothing. Gathering the little one’s attentions with the
The Priestess
simplest of gestures, the teacher begins their lesson, pointing out something in the city environment to center
their learning on.
A gathering of people dressed in rich garb are followed by a small caravan. Amongst the various carts and litters,
wines and exotics foodstuffs can be seen, while covered boxes hint at even more sumptuous items hidden away. The
The Empress
extravagant display continues to its destination, while onlookers begin to stand up a little straighter and primp their
clothing, anxious for a taste.
Walking about the streets, you see two citizens engaged in an animated conversation. One of the pair appears younger
than their companion, and is repeatedly looking down at their hands. As you close the distance, you see the younger
The Emperor person is clutching a small object, which they examine intently, quickly tilting and turning it at various angles to
examine it in a better light. While they do so, the older companion, speaking of rewards and honors, authoritatively
gestures to the piece and points in a particular direction.
While enjoying a refreshment, you cannot help but pick up on small conversations that buzz about your ears. Turning to
see one of the sources of these spirited discussions, you happen to spot a small group engaged in polite, but animated,
The
conversation. At the center of this small group, a noble is enraptured by the storytelling abilities of his companions. The
Hierophant
noble, dressed in clothing that seems to set them apart from the more obvious locals, soaks up the discourse eagerly, only
interjecting to ask clarifying questions about the various tales and descriptions the seasoned locals provide.
The air is abuzz with excitement as you notice those nearest you are all wearing happy faces and what appears to
be their finest clothing. The smell of fresh flowers follows them, and soon so do others; all carry various items, some
The Lovers domestic in nature and others which are more sumptuous. Those in this entourage all speak happily, many greeting
each other with warm embraces. Through the chatter, you hear them talk of the joys of love and how this is the most
auspicious time for couples to profess their deepest feelings for one another.
While passing an open portico, you happen upon a middle-aged Rezean and an Aldin craftsperson. The Rezean hands
The Chariot a large scroll to the craftsperson and begins discussing their plans for a new invention. The Aldin unfurls the scroll
and asks questions about the design, while offering some potential improvements.
Walking down the street, a warrior from Wyss can be seen escorting a small group of merchants. The sound of
heavy cart wheels rattling along the ground fills the air. While the merchants and traders in the warrior’s retinue
Strength
absentmindedly follow behind, the warrior’s eyes carefully survey the busy street. Though the warrior appears
young, their eyes tell a different tale: one of hardship, experience, and resolve.
From out of the crowd, you notice a large family gathering around a citizen who is dressed all in white. They each
The Hermit begin to embrace one another and offer warm but tearful goodbyes. The figure in white begins to walk away from
their family, only pausing to give them one final smile before walking out of sight.

200
Appendix: Aldis Encounters
Major Arcana
Card Event
Traveling about the city, you come across a small area that seems somewhat strange. Even in bright light, it appears
somewhat shrouded in shadow, and the air takes on a crisp and charged feeling that is unusual for the season. You
notice a figure just in the distance, but their outline appears hazy. At first, they seem to be dressed in noble garb, but
The Wheel
upon closer inspection they look to be wearing only humble pieces of clothing. Locals seem unfazed by the area’s
unusual nature, while passersby quickly, but unworriedly, move through the area, whispering to one another about
the nature of Life and Death and the Wheel of Rebirth.
Amongst the daily hum of city life, you catch sight of a gathering of citizens, who have divided themselves into two
groups. Between these groups stands a noble, who gestures for one of the groups to begin speaking. They accuse one
Justice member from the other group of various transgressions, who in turn is given a chance to argue their innocence. The
noble looks on, weighing the decision in their mind. Another citizen approaches the noble and offers to act as a heart-
reader, should they need assistance in the matter.
The sound of laughter directs your gaze over to a rhydan who is sitting in a corner, surrounded by other figures. As if
The Hanged holding court, the rhydan begins to pose a riddle to those in attendance. Some in the crowd offer up answers, and as
Man soon as one riddles is solved the rhydan poses yet another. If asked, one of the onlookers simply says that the rhydan
is looking for a new perspective.
The sounds of loud clanking and banging fill the street. Turning to the source of this loud noise, you see a citizen
surrounded by several crates set before a house. They wipe away tears from their eyes and begin to point towards the
Death house, calling out orders to those still inside. More boxes and crates emerge and continue to pile up outside. The teary
citizen begins to take items from these boxes and offer them to passersby. Before long, a kind-eyed citizen approaches the
scene and offers the former homeowner a small instrument. Soon, others begin to arrive and help to move the boxes.
While out in the city, you come across a large group of citizens waiting to enter one of the nearby buildings. The group stands
awkwardly, divided into two smaller sections. One is dressed in noble regalia, while the other looks to be comprised of
Temperance
members of various merchant guilds. The air is thick with tension between the two factions, and no member of one attempts
to speak with the other. A door opens and a rhydan warmly asks those gathered to enter so that the meeting can begin.
An ominous shadow falls across one of the buildings you pass on your way about Aldis. The main wooden door
appears barred, and the glass windows are caked with dust. As you look at the exterior of the building, which shows
The Exarch
signs of wear from many seasons past, you notice movement in one of the windows. Was it the wind, or something
else? Nearby, locals look on with curiosity.
A large sound, perhaps the crash of thunder, shakes the surrounding walls. Those nearby instinctively react to the
loud noise. Suddenly, loud voices can be heard rounding the corner, and a group of Jarzoni exiles rush past you
The Tower
towards the origins of the clamor. Those nearby begin to act in an agitated manner, and the atmosphere of the area
quickly turns to one of panic. Is that smoke you smell in the air, or something else?
As you turn the corner, you see a person wiping away their tears. A figure dressed in heavy robes reaches out to this
tearful individual and places their hands on their shoulders. Whispering words of comfort and hope, the cloaked
figure releases the individual and offers a warm smile. Breathing a heavy sigh, the once tearful person smiles back
The Star
and nods in thanks. The cloaked figure does not move from their spot, but instead turns their head as if searching for
someone. From the crowd, a citizen turns the corner and makes their way to the cloaked figure. With red eyes and a
hoarse voice, they begin to tell the cloaked figure of recent plights.
Turning down a street, you come face-to-face with a marvelous sight. As soon as you blink, this strange and
unexpected vision disappears. Cautiously making your way down the avenue, you see bleary-eyed locals engaged in
polite conversation. Despite their hushed tones, you hear them whisper about the arcane and strange sights they have
The Moon
just witnessed. Looking up, you notice a sea-folk person reading over pieces of parchment, their brow furrowed in
concentration as they switch from page to page. For a moment, they look up. After staring into the sky for the briefest
of moments, they shake their head and return to their notes.
At sunrise, the sounds of an ethereal melody can be heard. It is soothing to the ears and leaves all who listen to it
reinvigorated. Upon closer inspection, the mysterious music leads you to a nearby fountain. A single bard is playing
The Sun
their instrument as they stare off into the distance, their mouth turned slightly upward in a contented smile, as if
entranced by their own music. They look lost to the outside world.
While walking along the streets of Aldis, off in the distance you see a pale figure. Unmoving, it feels as if the figure
Judgment looks directly at you. Peering closer, you find it difficult to gather specific details. Suddenly, the light shifts and a beam
of light falls through the figure, making their ghostly countenance unmistakable.
Loud clapping can be heard echoing down the city streets. Walking towards this applause, you happen upon a
small gathering. On a makeshift wooden stage, a citizen can be seen shaking hands with a finely dressed noble.
The World
Behind them, a new piece of public artwork can be seen. Onlookers talk amongst themselves about the illustrious
accomplishment, while another speaks of hidden meanings in the artwork.

201
Appendix: Aldis Encounters
Suit of Swords
Card Event
As you are walking, you come across an old house. Looking closer, you notice the trim of the building is decorated with
Ace symbols of Selene and other, unknown markings. Just then, a citizen comes out of the house holding a stack of books in
their arms. Their eyes are bright with excitement as they mutter something about a breakthrough in their studies.
In the bustle of the day, you come across two citizens arguing in public. Something about the clothing and demeanor of the
two suggests a close relationship. Onlookers uncomfortably pretend not to notice the spectacle and focus on their work.
Two
After several tense exchanges, the two figures sigh heavily and one offers the other an apology. Furrowed brows turn to
warm eyes as the two begin to chat more amicably.
Various people you pass wear a dour expression on their faces, and many seem to be in a hurry. Turing the corner, you
notice that a usually busy thoroughfare is barred by a large fence. Nearby, a city official is speaking to a disgruntled group
Three
who demand to know how long the barrier will stay in place. Wearily, the city official speaks about various plans to
improve the roadways and streets, all the while dodging the more pointed questions posed by the worried group.
A new sign is being installed over a doorway that you walk past. Inside the entrance, a gray-haired citizen can be seen
Four speaking with a hunched figure who is wrapped in bandages. Gently, the bent figure is lead deeper into the house. As they
close the door, you catch the scents of various herbs, which leave you feeling refreshed, if a little light-headed.
At the end of a street, a finely dressed Jarzon citizen is speaking with what appears to be a local artist. Various rolls
of parchment, obviously recently moved, have been hurriedly stacked behind the artist. Unfurling one of the rolls of
Five parchment, the artist presents their drawing to the foreigner. After briefly examining the piece, the Jarzon citizen points to
various sections of the drawing, making sure the artist notes all their demands. Bleary-eyed, the artist nods and reaches
down for another roll.
While taking a moment to rest at a nearby tavern, you see a small group of sailors enthusiastically discussing their plans.
The younger members of the group jump from topic to topic, while the veteran sailors speak in hushed tones about the
Six
weather. Taking a long drink from their cup, one of the older sailors whispers to the others about ill omens. Another sailor
nods and begins to note the changes in the winds and the possibility of storms.
While exploring the area, you hear a loud commotion coming from around the corner. Following the voices, you turn to see
a group of Kernish refugees engaged in a heated debate. Raised voices, lamentations, and concerns arise from the group,
Seven and various members point angrily towards the houses all around them, claiming those inside have committed various
infractions or illicit behaviors. Someone from the crowd of refugees accuses a night person of theft and tensions begin to
rise.
While walking the streets, you see a bound figure being led to a nearby house. They offer no resistance and shuffle towards
the door with their head hung low. Upon reaching their destination, one of the guards escorts the bound individual into the
Eight
house, while the other remains behind to secure the main door. After pausing briefly to watch the event, onlookers shake
their heads and slowly return to work.
A crash is heard as a citizen drops an item they were carrying. Slowly, others nearby turn around to offer help. Those
helping all move in a sedated manner, and upon closer inspection, you notice deep bags under their eyes. People around
Nine
you yawn and rub their faces, trying to shake off the vestiges of sleep. A young child runs up to their parent, complaining of
bad dreams and things that go bump in the night.
The sounds of crying can be heard down the street. Those you pass wear faces heavy with concern, and children are rushed
out of the area by their guardians. Locals gather to form a small circle around something that is lying on the ground, and
Ten
you see a figure kneeling off to the side, weeping into their hands. The sounds of clanging armor grow louder as a small
contingent of knights turn the corner and make their way directly to hunched figure.
At the end of the street, you see a very attractive citizen with bright eyes. Those fortunate enough to be caught by
Page the figure’s gaze all seem to blush and instinctively smile back at them. Opening a small satchel at his side, the figure
rummages through papers and books, some of which accidentally spill over the edges of the bag.
A young citizen runs down the street, carrying a small scroll in their hands. They rush to a nearby doorway and call out to
Knight those inside. Looking on, you see a figure open the door and look down at the exuberant young citizen, who immediately
begins rattling off a missive.
While taking a moment to rest, you see an older citizen carrying scrolls and assorted books, one with a marking reminiscent
of Queen Allia’s heraldry. They are soon met by other, similarly dressed citizens who begin discussing various aspects of
Queen
Aldin history. Their voices remain calm and clear, each waiting for the other to finish their point before adding their own
contributions.
Amongst the many faces that dot the nearby area, you notice two figures whispering in an inconspicuous corner. The
seemingly older of the two figures looks down at their companion with calm, stern eyes. Attempting to hide their actions
King
from onlookers, this other citizen produces a small bag and various other items hidden underneath their cloak. The older
citizen quickly mutters something to their companion, who dejectedly places the items back under their cloak.

202
Appendix: Aldis Encounters
Suit of Chalices
Card Event
A small set of storms has recently washed over Aldis and the smell of fresh rain still lingers in the air. Journeying about
Ace the city, you see many inhabitants basking in the sunshine, while children play in the puddles that remain. Having
found the largest of these puddles, a small group of children begin to dance and sing songs from the Feast of Braniel.
During your day, you come across an elderly citizen who is dressed in the traditional clothing of Aldis. A small group
surrounds this figure, and you notice they are wearing clothing that marks them as being from different places,
Two
backgrounds, and traditions. The elderly citizen begins to introduce the various members of the group to one another,
and before moving on to the next pair or group, they offer a warm smile and quick wink.
A Rose Knight and their rhydan companion can be seen walking down the street. Their conversation appears animated
and warm, and they both offer pleasant smiles to those around them. Ahead of the pair, a nervous figure lets out a big
Three
sigh. The wary figure approaches the Rose Knight and their companion and begins speaking with them. The rhydan
companion’s expression is quizzical, but still warm as they attempt to answer the question posed to them.
The public gardens of Aldis are jewels in their own right. You cross through one of these lush escapes from the din
of city life and are comforted by the smell of flowers and the soft crunch of grass underfoot. While passing through
Four
one of these small areas, you catch sight of a noble, who is absent-mindedly walking the garden paths. They do not
acknowledge those that pass them, as they seem completely absorbed in their own thoughts.
As you are walking the streets, a local accidentally bumps into you, nearly spilling a drink they are carrying. Their
clothing is stained from recent spills and their hair is unkempt. Slurring their speech and begging your pardon, the
Five
intoxicated local makes their way to an unoccupied bench. A nearby citizen grabs a flagon of water and offers it to the
teary-eyed drunkard, who begins to recount a tale of broken hearts and personal sorrow.
An elderly vata’sha, dressed in extravagant clothing, can be seen speaking with a younger citizen. The vata’sha points to
Six various parts of their clothing and explains the different fabrics and stitches they used to construct their garment. Their
companion looks on in interest, and asks the vata’sha about what from the past inspired them.
You pass a humbly decorated tavern, located just off one of the busier streets. Loud voices and laughter can be heard
Seven emanating from the building. Suddenly, an entourage of Rose Knights and assorted nobles spill out of the doorway.
They speak of the wonderful food and service, while several onlookers take note.
As you pass a building, you notice there are many crates, boxes, and other items placed on the street. A member of
Eight the Merchant Guild exits the house and begins marking these objects with the name of another city. Their movements
appear hurried and determined, their brow is furrowed, and their lips seem tight with concern.
A small group of people gather around an old city well. Some people in the group solemnly lower their heads and
Nine whisper something into its dark waters. Turning around, they decisively march across the square. Others, barely able to
hold back their giggles, run up to the well, squeak out a quick word or two, and then excitedly run off.
The sounds of happy voices can be heard inside a large building. Flowers have been arranged across the building’s
facade, and the main doorway has been propped open. Passing an open window, you can see various pairs and small
Ten
groups of adults surrounded by clusters of children, all of different races and ages. One or two figures seem to be
shepherding the children towards the adults, who smile down at the youngsters.
You turn the corner and see a small, but growing crowd. A simple drum beat can be heard rising from the crowd’s
center, and soon other instruments join in. The music’s fine quality belies its impromptu nature, and those with a good
Page ear notice the musicians are still in the process of learning each other’s abilities. During all of this, you catch a glimpse
of long, flowing pieces of fabric fluttering above the crowd’s heads. Stepping closer, you can see a spirit dancer weaving
their dance around a set of parents, who are holding a newborn child.
From out of the blue, a Rose Knight comes charging down the street singing a song of love and adventure. They make
Knight their way to one of the citizens, who begins to blush at this public spectacle of affection. Those nearby begin to whisper
about the romantic display, some even suggesting that the knight will use the scene to propose.
A sea-folk citizen sits in a nearby chair, humming softly to themselves. In their hands, they hold some yarn and begin to
Queen knit, not even looking down to survey their work. While in this state of reverie, a companion of theirs approaches. After
gaining the attention of the knitter, the two begin to talk about old times, families, and dreams long past.
As you turn the corner, you come across two citizens who are quietly talking to one another. One appears to be
instructing the other, and those with arcana feel the tinge of enchantment in the air. The student closes their eyes and
King
places their hands on their teacher’s heart. After a few moments, the student opens their eyes, while the teacher nods
sagely.

203
Appendix: Aldis Encounters
Suit of Rods
Card Event
In a nearby courtyard, you hear the energetic melodies of a prominent musician. The lyrics weave a tale of praise for
Maurenna in her guise as the Grain Lord, and a small audience has gathered around the artist. The crowd begins to clap
Ace
in rhythm to the song, and some even begin to dance. While many in the growing throng watch the performance with
bright smiles, there is a tension in the air as passions—and tempers—begin to flare amongst some of the onlookers.
While walking, you come across a queue of young people. The group fidgets about, but each person seems to be patiently
waiting their turn. At the end of the line, you can see another young person sitting at a small booth. The seated figure
Two speaks with each young person that approaches them, closes their eyes, and mutters something that only the questioning
figure can hear. When asked what they are waiting for, a member of the line says they are here to receive counseling and
advice from a seer.
The pleasant smell of a familiar dish wafts through the air and you pause, savoring the moment. Mixed in with this
familiar scent, you catch others that seem somewhat more unusual. The smell becomes stronger, and a citizen passes
Three close to you carrying delicious-looking food. The dish appears Aldin in nature; however, you catch the notes of various
seasonings and ingredients that create a new delicacy instead, one that mixes tastes from different cultures, some familiar
and others unknown.
Laughter and the sound of friendly chatter fill the area around you. As you look on, you see a small group of children by
a newly installed water pump. Behind them, a group of adults emerge from a bathhouse and are engaged in energetic
Four
chatter. One of the children approaches you and offers you a small cup of the mineral water before running back to their
friends.
A group of Pure Light adherents, all wearing similar garb, file out of a nearby house. They begin to walk the street,
passionately proclaiming their faith to any who will heed them. While some nearby listen to the calls of the group, others
Five
give them a wide berth and whisper to one another about the dangers of religious zealotry. The voices of the sect drown out
most of the ambient noise in the area, and the air feels thick with tension.
A small parade of knights makes its way down the street. Locals begin to cheer and applaud them, and a child approaches
them with a small bouquet of flowers. The atmosphere is cheerful, but solemn. Another child tugs on the clothing of a
Six
nearby adult and asks where the knights came from. The adult nods sagely and begins to recount their heroic deeds and
victories over the darkspawn that haunt the night.
A middle-aged noble can be seen standing in front of a house, while a few members of their household hover nervously
Seven behind them. The sounds of music can be heard rounding the corner, and a large entourage of diplomats from the
Matriarchy of Lar’tya approach the house. With a gulp, the noble straightens their spine and greets the entourage.
The bustle of daily life is drowned out by the clamor of moving crates and the neighing of horses. Making your way
towards the commotion, you see a household of people hurriedly moving their possessions onto a horse-drawn cart. Strong,
Eight
able-bodied members carry the heavy objects, while small children make a game of trying to see who can bring things to the
cart the quickest.
An older figure wearing armor sits on a rough wooden stool. They wrap their hands in white cloth, muttering about
battles, fights, and wars long past. A similarly dressed citizen approaches them, and soon others in armor gather
Nine around. Once the small gathering is settled, the older warrior begins to give a passionate speech about the power of
good, even over superior numbers. They invoke the honored name of Queen Jaellin, and those in attendance nod in
agreement.
Loud music fills a small square, and a large gathering of locals can be seen. Glancing over the people in the crowd, you
Ten begin to notice various similarities between those in attendance. Out of this festive clamor, a bell rings and the crowd turns
to face the source of the sound. An older citizen, surrounded by their family, lifts a glass and prepares to deliver a speech.
A young rhydan picks up a small log and places it on an open fire. A rush of cinders escapes into the air and the soothing
Page crackling of the flames echoes off the stones. Others gather around the rhydan, who begins to talk about the importance of
cultural exchange between the nations.
While walking down the street, you notice a cloaked figure making their way towards an alleyway. Shortly behind this
mysterious person, you see a citizen dressed in leather armor and a loose shirt heading towards the same destination. Just
Knight
moments later, two well-dressed figures reach the same alleyway. Nodding to one another, they, too, seem to follow the
cloaked figure, who has since disappeared from your sight.
While taking a moment to rest, you see an attractive citizen pacing just a few yards from you. While they walk to and fro,
Queen they seem to be intently looking at the ground and reciting what sounds like a monologue. Someone close to you whispers
to their companion about Queen Larai’s invisible council.
In one of the small squares, you see a tall figure addressing any who will listen to them. Their voice is strong and bold,
King easily carrying their message. As they gesture animatedly, they call for people to take up their cause. Some onlookers seem
impressed with this charismatic leader, while others seem more wary of the speaker’s fiery nature.

204
Appendix: Aldis Encounters
Suit of Pentacles
Card Event
The smell of rich earth fills the air around you, seemingly at odds with your present location. As quickly as this scent appears, it is
Ace gone. Walking more, you come across some food vendors speaking with a robed figure. This figure raises their hands and offers up
a prayer to Anwaren. The vendors thank this itinerant priest and offer them some of their produce.
During your day, you notice that several new posters have been plastered across the area, each depicting the Aldin Guard or one of
Two the Sovereign’s Finest in a triumphant pose. A small group of young citizens gathers around one of these posters, and some begin
to discuss the various merits and economic incentives of joining the Guard.
As you walk past a few fruit and wine merchants, you notice that each of the owners are speaking with a person wearing clothing
that sets them apart among the local fashions of Aldis. The conversations appear to be going amicably, and the stall owners offer
Three
some of their wares to their foreign companions. Intermixed with these groups, you catch sight of a noble and a guild member,
each looking on with pride.
There is a small commotion just at the end of the street, where an older citizen wearing a sour expression stands with their arms
crossed. Next to them and holding a large piece of parchment, another person gestures to the buildings behind the disgruntled
Four
citizen and begins to unfurl their large scroll. On it, you can see plans for a new building, one which would replace the current
architecture.
A wounded citizen walks the streets ringing a small bell. They are accompanied by four others in distinctive clothing that marks
Five them as priests of the Primordials. As the group slowly traverses the streets, they call out for charity, not for themselves, but for
others. Onlookers seem moved by the procession and begin to speak with one another about how they, too, can help.
As you make your way through the day, you come to a section of the city where dust has been kicked up into the air, giving the
scene a hazy quality. The immediate area is filled with workers, each hammering away at their various crafts. As the old edifices
Six
around you are stripped and reworked, you notice the buildings were in desperate need of repair. Amongst the controlled chaos of
the area, you see a table where a single citizen is pouring over large pieces of parchment.
As you turn the corner, you see a sea-folk scholar tending to a sapling, which they carry in a small, simple clay pot. They carefully
Seven pour water over the young tree and mutter a short blessing. A child approaches the sea-folk scholar and points to the plant.
Smiling, the scholar begins to recite the name of the plant, while the child reaches out to touch a leaf.
You hear the sounds of raised voices and the heavy clatter of objects being moved about. Passing an open porch, you see a wizened
Eight craftsperson directing a younger person who is intently working away. The master craftsperson sighs and paces about, while the
young apprentice finishes one task and begins another.
Laughter can be heard coming from a nearby garden. When looking through the garden gate, you see a group of people smiling
and talking. People of various ages mingle together, all enjoying the lush atmosphere. A small wind picks up the rich scents
Nine
emanating from the garden’s exotic flowers and spice bushes. Suddenly, one of the figures in the garden catches your eye and offers
you a warm, inviting smile.
As you pass a small square, you see a crowd is growing. Some figures are holding small pieces of parchment in their hands,
marked with various numbers and symbols. Looking over the crowd, you see that no two slips are the same. Suddenly, a bell rings
Ten
out, and their conversations fall to a quiet murmur as they turn to face a member of the Sovereign’s Council. The noble unfurls a
small scroll and begins to give a short speech.
A lone night person sits at a table, pouring over various scrolls, letters, and maps. They rummage between the different documents,
only sparing a moment to write down a quick note. Using their fingers to make one last calculation, the night person gathers the
Page
disparate piles of papers into neat and orderly stacks. Soon, they’re approached by a wealthy-looking citizen, who greets them with
a warm but formal smile.
The sounds of hooves and the clatter of armor echo down the street, and you see a member of the Sovereign’s Finest approaching
Knight your location. Methodically, they offer those that cross their path an opportunity to train with them. Many politely decline the offer,
but the rider does not seem disheartened, and they continue along their path.
The soft sound of knocking draws your attention. Looking up, you see an older noble, dressed in simple clothing, knocking on
Queen a nearby door. Attending them are members of their household, and those closest to them carry small lockboxes. Eventually,
someone comes to the door, and the old noble begins to explain they are raising money for a new charity.
While out among the citizen of Aldis, you see a small group of figures dressed in fine clothing. One darts about the street and stops
King in front of a refugee, while another one approaches a disheveled immigrant. The finely-dressed messengers bow and offer their
hands to the selected citizens, and begin to speak of a feast held in the late King Haylin’s honor.

205
The following is a selection of names, divided by gender and nationality. Feel free to use any of them when naming player
characters or Narrator characters for your own games.

Aldin & Kernish Male


Trenszan Loldar Mygrarn Thosiniarv Nailgen Felstal Hethuros Rhandus
Peelar Holdalus Dustan Glain Fertias Irgul Kogrold Turgus
Mylarger Onlolvil Maenin Molon Borrar Maerimoth Dein Brothaer
Novyn Urlandyr Meth Onthigalder Fethgon Alvudon Arskil Mildult
Phasyn Sarthyn Aust Blorr Burn Ornar Ssaen Jolar
Phester Chalbedyr Aunshe Alushervon Duldul Hecon Jarold Azuldor
Neirkhar Yvitryran Hlar Taltro Irstiir Ulenaer Tharith Gemmorn
Taleen Thothyn Lelarge Eldyl Herolker Methel Krandus Thilund
Khomnlik Almril Skomryn Jolsar Helaundo Indystan Konshin Nalden
Feeldar Mphendus Lonzathos Aer Lelios Melushar Byrine
Edyrdrar Sorable Thaloruth Dahvro Dersarl Kolvorn Ramdon
Sagreldo Arglyrver Kuntrar Dorth Istrin Hallorth Dossard
Belor Oltarn Jyondune Kuglyn Ilcolar Bronger Ilbus

Aldin & Kernish Female


Jhalethel Alene Ilphiira Temmyra Jomethe Teezra Aless Ziera
Jhenta Larntyn Mhaerel Lyrenna Estrura Shadyl Ansyl Nelalueth
Jhaspril Ederil Neithla Shalseel Sheran Jelesail Terura Orlitha
Ildirera Eluera Dandryl Kenna Shandelee Hoadil Osyndra Riselin
Tendilee Cethra Jhoysil Maerie Venythra Klindue Baesliel Lambril
Janil Lendue Nethemeen Teshinda Sundel Eglayss Chylera Weieyrae
Alithyl Telchess Phenane Muljrane Renallyl Tarith Estena Imerrel
Lethra Glarthe Lyroldil Orlulda Beririnna Hlariel Shalil Antrin
Nendryn Lluryl Tesziera Elryl Methyra Jaeth Ilerryth Pherra
Beryra Merna Tiira Lentha Ondle Mindrueth Tannarla
Synna Mera Malethe Sendra Valshee Catel Serane
Bhaeryl Eleen Alee Tandel Bruun Endreera Shoundra
Harylee Luntra Irora Ulwira Cheetha Lyndra Opeltel

Aldin & Kernish Surnames


Dullance Miivremin Untharr Niontzar Shudwon Ulzuryn Ammost Tane
Shundosko Urmm Parnsher Burenta Mulhaelon Astoon Hlirth Nahorn
Indeir Urusk Thalzin Meindlin Belellyn Ilaun Fuzund Erander
Yelnar Deinaeroon Crolvorn Laroolun Lyrleir Ulsrin Kommyn Rentann
Unthryn Mir Mingaldin Uinsuran Huthovyn Vaeloon Rherold Tisdann
Daerzoun Toss Rald Orezlar Gander Chaltoon Vommer Phoryntimar
Nfaler Stoniir Mekelzar Sulzooral Rheraeyl Hlar Estorlin Tharin
Darossin Hurdar Sherdh Drypeer Miraber Beindestam Rharithil Rhobaltoler
Lhairder Murkind Oraunner Ondorn Elaenyl Bann Thilathorn Duimmond
Thimar Flalen Uhlethwulmil Aundurn Cheldin Ummyn Embrim
Ortorn Wommlar Durklath Draun Oldann Naer Sauniir
Bilaskoth Thrilard Merthan Vurner Staber Ammommur Dhaendryn
Onsaethoon Zithond Mannolin Belen Talris Ulorrgarr Zarirlyn

Roamer Male
Rano Masun Chakana Nasan Kara Changu Murao Saeno
Blaeric Uno Tangao Magun Mangu Antan Tenina Nayena
Ungen Chajina Mengu Menta Inten Mar Hurin Mana
Narino Nagen Ton Masano Hunen Naru Sangu
Menan
Inton Blaenar Maka Nangu Nanga Naeru Ban
Blaeran
Nanara Bajin Ronina Aru Inangen Untan Nara
Ara Sayema Nantu Tasar Charin Kantar Nasu Tano
Nar Karu Rona Sagen Unarten Easar Rangan Nongu
Kan Nino Kar Manen Chaeno Rajin Changen Kana
Tandao Kayen Magar Intan Angan Hunic Chakan Nesao
Nayen Blaenan Ingar Rangu Mara Chasema Masuta
Taena Chaera Angen Untar Nelma Kasen Majic
Naero Nenin Nagar Masen Manga Easan Easun

206
Appendix: Aldin Names
Roamer Female
Nimelicia Belenicia Eramesa Besunelia Timele Elansu Amesura Nelia
Macia Ameresa Timane Elisune Neria Alesune Melisa Besure
Mesura Eransa Meresa Kasia Alanisu Alisura Besumelia Alansa
Nesura Amenisa Nimora Belama Elansa Melene Amanera
Amelisa
Bemia Eralisa Elanera Nerelicia Melera Nimerelia Belia
Esumela
Alerane Elensa Alimene Amesane Besune Tisurelia Elamera
Timere Timore Kumesa Alisure Tisune Amalesa Timene Kurela
Erensa Alisane Berama Kumore Timera Belera Malera Alanisa
Aleresa Nesame Ticia Bilia Timesa Malia Kumene Berela
Kelia Menia Erelene Beresa Nelisa Amensa Amesure Melisocia
Timala Kesia Nicia Amerene Kumerelia Eleresa Kurele
Timora Elenesa Alesura Amansa Belane Kemia Alerene
Erelisa Eresane Alesure Kumera Besunicia Kurene Alensa

Jarzon Male
Erenar Astetes Beri Mema Myrto Boce Jorkishaa Ibud
Ipetz Txoser Bigeki Boker Alas Ersan Ahi Artiart
Onneldin Antene Bererga Estaldi Tauntu Alan Aili Arti
Abirtz Kinirki Buguen Haranar Txegoz Markas Seramnas Pogaultxo
Pintudal Eciar Elin Iral Zaimu Egumande Hesto Lailes
Ubourni Juroiz Astazaios Olkalliluinir Sadalet Balail Ortzoi Renel
Mautyntxo Ardolan Sammadunda Etzi Gadartz Anes Engesmisuanin Ohantzelbi
Ebisputz Orera Anditz Lilondi Maun Gezebebe Astatz Atxirtxi
Lelai Rezari Akirpe Ale-Onas Hoskibein Akes Azkaduran Mogalas
Jatos Buni Adeunes Oeri Zulluaro Bloerez Mares
Aunis Birshalua Marendi Mauta Fernitakar Zibai Ganderin
Iigdi Forkansas Hiren Artso Landaus Laitxeris Lunbas
Arroci Selloki Gadabal Ireinus Tumanda Barktaeusad Nal

Jarzon Female
Getxole Ximile Maintxe Zohararre Ikain Grutaynda Laiarre
Gele Umunanarta Huntzazeiru Amadea Goriart Herara Zikotu
Amaiala Drikonan Nanea Aruzan Ora Ardase Akulisse
Andie Osagirlia Arbierra Arriart Arezega Akan Birabe
Oralu Kaoza Bibate Indoa Yer Artia Irdonorul
Arranie Enduna Ulorge Erramati Mana Benia Kematz
Yadaro Barga Almikara Grilanan Nirome Balani Aurele
Urazatzela Umunazta Prana Amidendi Indezia Abaskere Marurria
Oiata Orantu Aungerne Enesti Atxatz Oinuza Irras
Uzoka Borra Oiarra Antona Linaia Urania Ondarua
Indiarte Beagor Inaia Zalake Burzea Aedoranes
Oruzaldi Irrez Itia Undesoa Munirna Yayona
Enatz Kialaki Arurka Bitsinka Nabelo Ondiri
Aiza Ugoresme Obulku Orrerbi Obu Utzarema
Mazarroa Ekalalde Miritz Poneraia Banadie Oberdiro

Jarzon Surnames
Gandoutane Marnasta Gasende Menzata Bialana Orarton Arrira
Plozare Bestatagan Anduz Cugoitaze Erugande Oyarron Agui
Enain Aderrasurro Azaiz Otandarre Dulaztuin Mundiago Arkiat
Latxaubato Mertxen Hurruza Arrebi Etatepul Alagagan Marrinzerroa
Anclaurre Erirtitxa Uzurraga Iuretes Oindazqa Arruietxe Arracare
Enaura Akarrea Ulicharegikoa Igetia Arircurta Barridigasi Ratxeas
Garrasta Vanas Ageru Zabia Relaroa Etazeko Agegabo
Sunzemega Iztirra Tagasta Yralara Gatchala Zalagato Dikage
Zatsbetxa Erogain Engetarzai Adruzi Gulerbus Lendanz Plazaz
Sarzirot Babertui Ratelara Ypaolda Mirelani Laratxauba Andene
Landiatz Dacharza Anazu Ardazege Lirtzan Ananzega
Orratanea Yrtano Miraizi Aderrui Zandaolla Latenbana
Ibizna Marriral Arrarrara Arreridatiz Olarainda Arrora
Zirtenz Arguruz Loistedaso Igilai Taste Aziaragoike
Zanira Agauba Gauzaz Lurboziguizia Zotua Bartikati

207
his appendix provides a quick and easy method for Identity
T generating Narrator characters, providing both an
appearance and a personality. The system assumes
the Narrator has at hand a tarot deck that has been divided
This section covers the overarching personality of the
Narrator character. There are four cards in this draw:
into two stacks of cards: one for Minor Arcana, the other
Calling, Destiny, Fate, and Personality.
for Major Arcana.
It is of course worth noting that the Narrator has the
full option of choosing elements instead of relying on the
Calling, Destiny, and Fate
draw of a card. Major and Minor Arcana

Temperaments Use the method of generating Calling, Destiny, and Fate


described in the Goals & Persona section of Chapter 2: Char-
Card Suit Temperament
acter Creation in the Blue Rose core rulebook. This system is
Chalices Emotional, relaxed, peaceful, given to passivity. a somewhat more extensive alternative to the Walking the
Fastidious, organized, hard-working, Royal Road system in the Blue Rose core rulebook.
Pentacles
given to melancholy.

Rods
Short-tempered, fast-paced, dynamic, Personality
given to anger.
Minor Arcana
Intellectual, enthusiastic, distracted,
Swords
given to anxiety or obsession.
Draw a single Minor Arcana card. This card determines both
Temperament and Disposition. Temperament describes
Dispositions a character’s overall approach to life, while Disposition
Card Face Disposition represents what things currently occupy their attention.
In the middle of starting something new,
Ace
dealing with new changes in life.
In a balance-seeking mood, or establishing/ Frame
Two
maintaining a partnership of some sort.
In a creative mood, seeking to establish a group or Card Suit Frame
Three
organization, or fostering growth and increase in life. Chalices A lushly-built, curvaceous person…
In a stable mood, focusing on structure Pentacles A thickly-built, hefty person…
Four and foundations, or seeing the fruits of Rods A strongly-built, athletic person…
their labor just ahead.
Swords A thinly-built, lissome person…
In a changing mood, caught in the midst of
Five
conflict, or troubled over instability.
Bearing
In a communicative mood, interested in engaging
Six Card Face Bearing
conversations and exchanges of ideas.
In a reflective mood, seeking to gain more Ace …with a baby face or youthful frame.
Seven
knowledge, or assessing their place. Two …in the prime of youthful vigor.
In a masterful mood, a person of great Three …with the solidity of adulthood to them.
Eight
accomplishment and swift action.
Four …with a steady, composed air.
In a fulfilled mood, seeing the fruits of their labor
Nine Five …with poor health or limited ability.
come to pass, or having attained some goal.
Six …with an attentive, engaging demeanor.
In a retiring mood, at the end of some major
Ten life cycle, in the space between the ending of …with some age to their frame, but a canny, sharp
Seven
one thing and the beginning of another. attitude.
A notably innovative person, in pursuit of Eight …with advancing years but a surety of self.
Page
opportunities, a messenger of some kind. Nine …with a slow comfort about them.
A notably ambitious person, with a strong Ten …with the weight of accumulated age about them.
Knight
goal in mind and the will to accomplish it.
Page …with a quick, frenetic sense about them.
A notably wise person, perceptive and
Queen Knight …with a warrior’s strength and bearing.
creative, a nurturer that sustains others.
A notable leader of some kind, accomplished Queen …with a regal, arch demeanor.
King
and mature, a provider and protector. King …with a commanding, lordly air.

208
Appendix: Narrator Characters
Appearance Behavior
Major Arcana Behavior
This section covers the physical appearance of the Narrator
Wonder-filled and free-spirited.
character. There are four cards in this draw: Behavior, Build, The Fool
“Did you see that? That was amazing!”
Coloration, and Status. In control of the situation and strong-willed.
The Adept
“Don’t worry—I’ll take care of this.”
Behavior Intuitive and mystical.
The Priestess “There is something greater at
Major Arcana work here, I fear.”
Nurturing and abundant.
The character’s outward, observable behavior. These should
The Empress “These are for you. You just seemed like you
all be clearly apparent within moments of meeting the char- could use a little something right now.”
acter. These are not permanent traits but simply express Authoritative and in charge.
what the character is going through at the time of meeting. The Emperor “What is the meaning of this? I expect an
explanation, and quickly.”
Build Orthodox and traditional. “
The Hierophant This is highly irregular. It goes against the way
Minor Arcana we’ve always done these things.”
Loving and unified.
The character’s size and proportions. A single card of the The Lovers “We can do this together, cariad.
Minor Arcana determines both Frame and Bearing. Take my hand.”
Determined and victorious.
Coloration The Chariot “No! I won’t back down, and I won’t stop until
we’re successful.”
Minor Arcana Strong and compassionate.
Strength “I’m so sorry you’re going through this. How
The character’s complexion, hair color, and eye color. This can I help?”
is primarily for humans. Introspective and desirous of solitude.
“I may have read something about this
The Hermit
Status recently. Perhaps you could come back later so
I can double-check?”
Minor Arcana Lucky and well-rewarded.
The Wheel
“Did you see this? What are the odds?”
The character’s apparent placement in society, reflected by Truthful and just.
grooming, clothing, and possessions. Justice
“I have something to confess…”
Sacrificing and perspective-shifting.
The Hanged Man “Let’s try and look at this situation from
Coloration another angle, eh?”
Card Suit Coloration Transforming and completing.
Olive or golden complexion. Hair is black, brown, Death “I know. I’m sorry, but this is just the
Chalices or chestnut, and wavy or curly. Eyes are black, way it has to be.”
brown, hazel, green, or (rarely) golden. Patient and balanced.
Dark brown complexion. Temperance “I understand, but we need to consider all
Pentacles Hair is either curly or kinked, and black or brown. sides in this situation.”
Eyes are dark or (rarely) golden. Addicted and vice-bound.
The Exarch
Darkly tanned complexion. Hair is dark and “Have you tried this? I’m all…tingly!”
Rods
straight. Eyes are dark brown or black. Disastrous and dramatic.
The Tower
Very pale complexion. Hair is either dark, brown, “How am I supposed to recover from this?!”
Swords or blond-to-reddish. Eyes are dark black, brown, Hopeful and serene.
blue, gray, green, or golden. The Star “Surely we can determine a way out for
everyone, if we only discuss this calmly.”
Status Anxious and insecure.
The Moon “I’m… I’m not sure about any of this.
Card Suit Status
I have such a bad feeling…”
Entertainer or artist class, such as actors,
Chalices Warm and vital.
singers, craftsfolk, or minstrels. The Sun
“Fair the day! How are you, neighbor?”
Wealthy class, such as guildsfolk,
Pentacles Judging and absolving.
merchants, or politicians.
Judgment “I know you tried your best. Maybe I can give
Working class, such as soldiers, you some pointers?”
Rods
farmers, fishers, and laborers.
Well-traveled and accomplished.
Educated class, such as clerks, lower-level The World “That reminds me of something I saw when I
Swords
bureaucrats, advocates, or scholars. was in Garnet. It was perfect for this!”

209
<chapter>Appendix: Locations in the City of Aldis
<table>

Businesses & Guildhalls


Name Notes Neighborhood Page
Alfaeo Estate Shops & Estate Residences Kyanite (M2) 76
Bottcher’s General Mercantile General Goods Shop Cooper’s Run (L11) 100
Breal Tar Pit Pitchworks Tarbourough (O11) 115
Brewer’s Guild Guildhall (Brewer’s Guild) Newstead (H6) 31
Carpet Square Market Hall Brightmeadow (L4) 94
Cerulean Playhouse Theater (closed for business) Gentle Rest (H4) 28
Coopers’ Guild, The Guildhall (Coopers’ Guild) Barrelsmouth (O10) 115
Delile’s Florist The Grove (O1) 107
Folded Corner, The Written Goods Shop Presston Heights (L8) 98
Ghin’s Warehouse Warehouse Stag’s Charge (O5) 111
Glalub’s Apothecary Apothecary Nob Hill (L5) 95
Gondolier’s Guild Guildhall & Business (Gondolier’s Guild) Firefly’s Rest (LA12) 69
Grand Guildhall Guild Business Hall Newstead (H6) 32
Great Bank of Aldis, The Bank Blessed Hills (H12) 46
Griffon’s Quill, The Tattoo Parlor Cardamom (M9) 85
Hatik’s Building Renovations Contractor Wood Point (L17) 105
Jaxson’s On the Field Exotic Goods Shop The North Fair District (L1) 91
Jeusole’s Shaswright Shop The Commons (H5) 30
Kamleth Chandlery Chandlery The Shankle (O15) 120
Landsea Amphitheater, The Theater Elmbury (M5) 78
Laundry, The Laundry Services Whitewall (L15) 102
Lord Oak Bakery, The Bakery Cardamom (M9) 86
Market Bridge Market Sutro District (M10) 87
Matchmaker’s Guild Guildhall (Matchmakers) Marlicel’s Crossing (LA6) 62
Moneylenders Guild Guildhall (Moneylenders) Middleton (H2) 26
Pennyweight’s Secondhand Shop The Wander (O8) 112
Rhydan’s Rest Rhydan Grooming Riverway (H16) 52
Royal Rose Society, The Beauty Salon Kyanite (M2) 74
Silver Shields Barracks Security Company (Mercenaries) Silverhill (H15) 49
Soul’s Flame, The Smithy Steelcourt (LA5) 61
Stonemasons & Carpenters Guildhall Guildhall (Masons & Carpenters) Cobblestone (L3) 93
Swift’s Cabs Carriage & Hansom Cab Service Little Rezea (L12) 100
Tegra’s Smithy Weapon & Armorsmith Riverway (H16) 51
Thermai Spa Spa & Public Baths Sutro District (M10) 88
Villa Fruta Orchards Orchard Cropwick (O16) 120
Vine Day Market Marketplace Greenstreets (O4) 110
Vovubros & Daughters Dry
Warehouse The Shankle (O15) 119
Goods Shipping and Storage
Winding Bazaar, The Marketplace Turncoin (O2) 108
Windsail Symphony, The Symphony Hall Whalefin (M6) 79
Wraithwood Floral Florist Four Corners (O13) 117
Zakarm’s Slaughterhouse & Tannery Seltha’s Watch (O9) 114

210
Appendix: Aldis Locations

Inns
Name Notes Neighborhood Page
Blue Heron, The Picturesque Cuisine Inn The Bend (L18) 105
Dorn and Byorn’s Golden Alehouse Jarzoni Alehouse Everlamp (LA7) 63
Edgefield Rustic Comforts Inn The Apron (L2) 92
Miss Clover’s Boardinghouse Boardinghouse Four Corners (O13) 118
Open Roof, The Travelers Hostel Greenstreets (O4) 110
Shepherd’s Crook, The Rustic Inn The Pasture (O3) 109
Swallowtail Inn Luxury Country Estate Inn The Retreat (M1) 72

Nightlife Spots
Name Notes Neighborhood Page
Alaric’s House Pillow House Highmark (H9) 43
Ballad & Blade, The Tavern The Commons (H5) 29
Cask and Crow, The Brewery & Tavern Brewer’s Row (L7) 97
Cockerel and Onion, The Restaurant Lendri’s Narrow (H14) 48
Hideshead Tavern, The Tavern Tangle (O12) 117
House of the Thousand Ways, The Pillow House Silverhill (H15) 50
King’s Rack, The Restaurant Stag’s Charge (O5) 111
Muddy Maid, The Upscale Pillow House Potsherd (L6) 96
Oubliette, The Nightclub The Singe (M3) 77
Phoenix, The Tavern Nightwatch (L9) 98
Precious Palate, The Restaurant Smoothstones (O6) 111
Salty Siren, The Tavern Blueburg (O17) 121
Sleepy Drake, The Tavern Greatring (LA3) 60
Sovereign, The Restaurant Highmark (H9) 44
Stacks, The Tavern The Commons (H5) 30
Trout’s Eye, The Tavern Grandwater (H10) 45

Residences
Name Notes Neighborhood Page
Hedgerow House Retreat Moonpoint (M12) 88
Marzim House Abandoned Residence Alder Walk (LA11) 67
Nest, The Hidden rhy-rat communal nest Eastall (H3) 27
Rothwell Manor Residence of the Rothwell family Middleton (H2) 26
Tarvenyl’s Tower Tower and manor of adept Tarvenyl Ardrillon Blessed Hills (H12) 46
Warden House, The Residence of the Warden family Nob Hill (L5) 95

Temples
Name Notes Neighborhood Page
Academy of the Dance Spirit Dancer Academy Academy of the Dance (LA10) 65
Anwaren’s Sacellum Open Air Temple to Anwaren Cobblestone (L3) 92
Bellwater, The Temple to Gaelenir Shell Triangle (LA13) 70
Temple of the Eternal Dance Temple of the Primordials and gods of Light Temple of the Eternal Dance (H17) 53
Winterhaven Temple of Felisar Whitewall (L15) 103

211
Appendix: Aldis Locations
Government Buildings
Name Notes Neighborhood Page
Azure Plaza Civic Plaza The Palace (H8) 32
Goia’s Plaza City Bureaucratic Offices Silverstone (LA9) 65
Hall of Envoys, The Headquarters of the Sovereign’s Finest The Palace (H8) 40
Institute of Arcanobotany, The University Bloomridge (LA1) 57
Key Courtyard, The Interguild Relations Court Keyston (L16) 104
Noble Assembly, The Center of Government Bureaucracy The Palace (H8) 34
Nursery, The Civic Botanical Nursery Seltha’s Watch (O9) 114
Ralzi’s Civil Services Offices Local Bureaucratic Center Wainton Reserve (L14) 102
Rose Hall, The Headquarters of the Knights of the Blue Rose The Palace (H8) 42
Royal Archive and Library, The Library The Palace (H8) 35
Royal College, The Civic University The Palace (H8) 36
Royal Palace, The Seat of the Sovereign The Palace (H8) 39

Other Locations
Name Notes Neighborhood Page
Aldis Dueling Club Interest Club Public Festival Grounds (LA2) 59
Arran’s Square Public Square Arran’s Thirst (O7) 112
Creston’s Academy Children’s School Red Bluff (L10) 99
Fairfield Stones Landmark The North Fair District (L1) 90
Fellows of Lake Vash Guildhall, The Social Club (not a true guild) Rosewater Head (H18) 55
Flashgate, The Submerged Shadowgate Vash’s Eye (LA15) 71
Foxhallow Grove Rhydan Glade The Retreat (M1) 74
Kiln, The Charcoalers The Pasture (O3) 109
Larai’s Weald Public Park Oakwood (L13) 101
Lilyglow Park City Park Lilyglow (LA8) 64
Loveridge Academy Qu’alius Residential Academy Axehead (M7) 83
Mernagerie, The City Aquarium Whalefin (M6) 80
Okeahna Theater & Swimtrack City Swimtrack Whalefin (M6) 81
Plinth, The Public Stage Axehead (M7) 82
Rotunda, The City Park The Singe (M3) 77
Tiny Tree City Plaza Mouse Hollow (M8) 84
Twin Pillars, The Landmark Potsherd (L6) 95

212
A Blueburg................................................... 121 Durkaro...................................................... 45
Blue Heron, the........................................ 105 Dust............................................................. 96
Abbey of Contemplation................ 122–124 Bottcher’s General Mercantile............... 100
Abbot, the................................................. 123 Bounding Attack (stunt)......................... 176 E
Academy of the Dance....................... 65–67 Brealagh.................................................... 128
Adele......................................................... 145 Breal Tar Pit...................................... 115–116 Eamol Nikanur........................................ 126
Adellon Koah............................................. 54 Brewer’s Guild.......................................... 31 Eastall.......................................................... 27
Adroi Leaning-Thorn..................... 117, 145 Brewer’s Row....................................... 96–97 Edgefield..................................................... 92
Advancements......................................... 142 Bria Gryson................................................ 59 Edward Rajmund.................................... 118
Aegis Ring................................................ 183 Brightmeadow........................................... 94 Eldebos the Younger................................. 38
Aemple............................................. 124–125 Bronel Cander............................................ 28 Eldhel Aurane............................................ 60
Aerci Deerdolph........................................ 32 Bug............................................................ 101 Elisenda...................................................... 52
Alain.......................................................... 195 Bulgan Urr.......................................... 88, 150 Elmbury................................................ 78–79
Alaric Fajr................................................... 44 Emerin......................................................... 30
Alaric’s House........................................... 43 C Emeris Telford............................................ 41
Alata.......................................................... 111 Emeris Telford, First Envoy........... 155–156
Alder Walk........................................... 67–68 Calaban..................................................... 101 Emile Hazestar.................................. 78, 156
Aldin Alliance............................................ 19 Cardamom........................................... 84–87 Empire of Thorns...................................... 20
Aldin Laborer (background)................. 174 Carpet Square............................................ 94 Eniona............................................... 127–128
Aldin Patrician (background)................ 174 Cascata Bonefury...................................... 81 Envoy’s Locket........................................ 183
Aldin Tradesfolk (background)............. 174 Cask and Crow, the................................... 97 Erastin............................................... 134–135
Aldis Dueling Club................................... 59 Caspian Swift........................................... 101 Erevan Alfaeo.................................... 75, 157
Alfaeo Estate.............................................. 76 Castien Nremen................................. 92, 151 Eri Ikeda..................................................... 87
Alfric Benneck........................... 49, 145–146 Cendis Rhe................................................. 98 Eris Aryes................................................... 31
Alistar Orion.............................................. 96 Cerulean Playhouse.................................. 28 Erzaveta...................................................... 96
Alles Eblin.................................................. 38 Chaedys Poeson................................ 73, 151 Eshton Burkholder.................................. 102
Amedee............................................... 98, 146 Chakri Ashcloak’s Ghost.......151–152, 152–153 Esington Waithe........................................ 75
Amel Vovubros........................................ 119 Charisse Ansson........................................ 38 Evan Green......................................... 29, 157
Amerial....................................................... 40 Charmer (talent)...................................... 175 Everlamp.............................................. 63–64
Ankti Lunathorn....................................... 76 Child.................................................. 140–141 Extended Psychic Shield (knack).......... 184
Anwaren’s Sacellum........................... 92–93 Cian............................................................. 70 Eytelia....................................................... 125
Anya Pell............................................ 49, 147 Circle, the.................................................. 125
Apron, the.................................................. 92 Circle the Moon (stunt).......................... 178 F
Arcana............................................... 182–184 Cobblestone.......................................... 92–94
Arcana Knacks................................. 182–184 Cockerel and Onion, the........................... 48 Fairfield Stones.................................... 90–91
Arran’s Square......................................... 112 Cold Shaping (arcana)............................ 182 Faldin........................................................ 195
Arran’s Thirst........................................... 112 Commoner....................................... 140–141 Felira Aramys............................................ 65
Ashento....................................................... 52 Commons, the...................................... 28–31 Fellowship of Patrons, the..................... 174
Astirien............................................... 46, 147 Connor Bartia..................................... 69, 152 Fellows of Lake Vash Guildhouse, the... 55
Atelen Damaer................................. 137, 148 Coopers’ Guild, the................................. 115 Felora Gardini............................................ 77
Avoc Aramys.............................................. 61 Cooper’s Run........................................... 100 Firefly’s Rest............................................... 69
Axehead................................................ 82–84 Coral Coventina...................... 121, 152–153 Fire Shaping (arcana).............................. 183
Ayazrin............................................... 54, 148 Corso........................................................... 58 Firespirit Garnet...................................... 183
Azure Plaza.......................................... 32–33 Creston’s Academy................................... 99 Flame Aura (knack)................................ 183
Cropwick.......................................... 120–121 Flaming Weapon (knack)....................... 183
B Crydo........................................................ 124 Flashgate, the............................................. 71
Cuckoo, the........................................ 63, 153 Flurry of Talons (stunt)........................... 178
Backgrounds............................................ 174 Cusiba............................................... 125–126 Folded Corner, the.................................... 98
Ballad & Blade, the.................................... 29 Founding.................................................... 18
Baraega’s Arch................................. 133–134 D Fourash Tallore........................................ 158
Baroness of Whispers............................. 149 Four Corners.................................... 117–118
Baroness of Whispers, the........................ 62 Dagen Vos........................................... 61, 154 Foxboth Prire............................................. 80
Barrelsmouth........................................... 115 Dalton......................................................... 40 Foxhallow Grove....................................... 74
Battle of the Bandit King.......................... 82 Davos Schack............................................. 36 Freewell Pineton................................ 89, 158
Bavaana.................................................... 112 Deathblock (knack)................................. 184 Freezing Aura (knack)............................ 182
Behr Dralong.............................................. 74 Deave........................................................ 120 Freezing Weapon (knack)....................... 182
Belinda Vovubros............................ 119, 150 Deep Delver (specialization)................. 180 Frostford Marsh............................... 131–132
Bellwater, the............................................. 70 Delile......................................................... 107
Bend, the................................................... 105 Delile’s...................................................... 107 G
Benjamin Chirp.......................................... 81 Delsha Artani............................................. 21
Bernaeus the Bold..................................... 59 Delsha the Dark......................................... 21 Galio Bartia................................................ 71
Blakeney Trew......................................... 115 Dogpatch.......................................... 118–119 Garmaj family.................................. 134–135
Blay............................................................ 125 Donko March............................................. 34 Geldstone................................................. 116
Blessed Hills......................................... 45–47 Dorn & Byorn’s Golden Alehouse.... 63–64 Gentle Rest................................................. 28
Blind Fighting (talent)............................ 175 Dorrin Tyr........................................... 49, 155 Ghabil Mane............................................... 74
Bloomridge........................................... 56–59 Dorwine............................................ 126–127 Ghin........................................................... 111
Durian Jack......................................... 87, 155 Ghin’s Warehouse................................... 111

213
Index
Gift of the Hart Style (talent)................. 175 Jaxson’s on the Field........................... 91–92 Marzim House..................................... 67–68
Glalub......................................................... 95 Jerome Warden.......................................... 95 Master Adara............................................. 67
Glalub’s Apothecary................................. 95 Jeusole......................................................... 30 Master Hallam........................................... 67
Goia’s Plaza................................................ 65 Jeusole’s...................................................... 30 Master Reza................................................ 67
Golden Hart............................................... 22 Jiocli........................................................... 124 Matchmaker’s Guild........................... 62–63
Gondolier’s Guild..................................... 69 Jorra........................................................... 195 Mathis Hirsh.............................................. 39
Grafton Price.............................................. 38 Julinn the Masqueless....................... 51, 160 Meara........................................................ 132
Graindren Cang....................................... 121 Meihlo Dewbrand................................... 120
Grainview................................................... 88 K Merchant................................................... 142
Grammen Krole......................................... 48 Mernagerie, the.................................... 80–81
Grand Guildhall........................................ 32 Kalynn Grayson, Knight Captain........... 43 Middleton................................................... 25
Grandwater................................................ 45 Kamleth Chandlery................................. 120 Middle Ward, the................................ 72–89
Gravis Quin, Quartermaster.................... 43 Kasten Leffa............................................... 46 Mind Shaping (arcana)........................... 183
Great Bank of Aldis, the..................... 46–47 Kelisar....................................................... 129 Mind Vault (knack)................................. 183
Great Rebellion.......................................... 22 Key Courtyard, the................................. 104 Mirala Ken................................................ 130
Greatring.............................................. 59–60 Keyston..................................................... 104 Misdirection (talent)............................... 177
Greene Mouseblossom............. 78, 158–159 Kile Mistraker.................................... 79, 161 Miss Bottcher........................................... 100
Greenstreets..................................... 109–110 Kiln, the.................................................... 109 Miss Clover’s Boardinghouse............... 118
Grer Voubros.............................. 89, 158–159 Kingdom of the Rose.......................... 19–20 Moneylenders Guild................................. 26
Griffon’s Quill...................................... 85–86 King Haylin................................................ 24 Moonpoint............................................ 88–89
Grifter (specialization).................... 180–181 King Issik.................................................... 24 Moon’s Tide (stunt)................................. 178
Grove, the......................................... 106–107 King Rikin.................................................. 24 Moore Heather........................................... 88
Guard................................................ 140–141 King’s Rack, the....................................... 111 Mother Naya.............................................. 54
Guild of Intimates..................................... 32 Kiren Stagmar.......................................... 161 Mouse Hollow........................................... 84
Guild of Stonemasons & Carpenters...... 32 Kram......................................................... 136 Muddy Maid, the...................................... 96
Gunda....................................................... 135 Kram’s House.................................. 135–136 Myrst Larsar............................................... 39
Gwen Cutshaw.......................................... 70 Krauss Miller............................................. 78
Kuba Hatik............................................... 105 N
H Kyanite.................................................. 74–76
Kyra Emauri............................................... 58 Nacklos Hirsh............................................ 38
Haemon Wythe.......................................... 51 Kyra Emauri, Professor.......................... 162 Nahm.......................................................... 82
Hall of Envoys, the.............................. 40–41 Nala........................................................... 137
Halls of Excellence.......................... 128–129 L Nala’s Rest................................................ 137
Hansa Montain.......................................... 69 Narn.......................................................... 132
Hasker Forthwith...................................... 73 Laborer...................................................... 141 Natalie Warden.......................................... 95
Hatik’s....................................................... 105 Laert Keller................................................. 99 Nazyru........................................................ 68
Hedgerow House................................ 88–89 Lake Ward, the..................................... 56–71 Nedal......................................................... 133
Herdlands, the................................. 132–133 Landsea Amphitheater, the...................... 78 Ne’hua........................................................ 51
Hexton Reyes..................................... 44, 159 Larai’s Weald........................................... 101 Nellia Aramys.................................... 65, 164
Hideshead Tavern, the............................ 117 Last Bend.......................................... 136–137 Nest, the...................................................... 27
Highmark............................................. 43–44 Laundry, the..................................... 102–103 Newstead.............................................. 31–32
High Society (talent)............................... 176 Leaden Trees, the............................. 130–131 Nicodemus Wade...................................... 37
High Ward............................................ 25–55 Leen........................................................... 108 Nightwatch................................................ 98
Hillcrest...................................................... 32 Lendri’s Narrow........................................ 48 Nirvelli Nerin.......................................... 165
House of the Azure......................... 129–130 Lennor Bowers......................................... 104 Nob Hill................................................ 94–95
House of the Thousand Ways, the.... 50–51 Lhoris........................................................ 110 Noble................................................. 142–143
Hui Kamleth............................................ 120 Liang........................................................... 82 Noble Assembly, the................................. 34
Lilyfields..................................................... 48 North Fair District, the....................... 90–92
I Lilyglow...................................................... 64 North Hills....................................... 122–133
Lilyglow Park............................................ 64 Northpoint................................................. 25
Ifra............................................................. 109 Linesse Grana............................................ 60 Nursery, the.............................................. 114
Ilah Stagmar............................................. 161 Linnea Selder..................................... 55, 162
Implant Knowledge (knack).................. 183 Lisaya Silán........................................ 48, 163 O
Inamorata (specialization)..................... 181 Little Bit...................................................... 96
Inia............................................................... 71 Little Rezea....................................... 100–101 Oakwood.................................................. 101
Initiate of the Eternal Locked Antlers (stunt)............................ 176 Object Reading (arcana)......................... 184
Dance (specialization)....................... 180 Lord Oak Bakery, the.......................... 86–87 Okeahna Theater & Swimtrack......... 81–82
Inner Wall (knack)................................... 184 Lord Sayvin................................................ 24 Old Kingdom, the..................................... 18
Insight (talent)......................................... 176 Loveridge Academy............................ 83–84 Old Mal............................................... 97, 165
Institute of Arcanobotany, the........... 57–59 Lower Vash Valley........................... 133–137 Olis Graff.................................................... 30
Investigative Tools.................................. 191 Ludmille Aubergrost................................ 36 Oltel Vondeam........................................... 39
Investigator (specialization).................. 181 Open Roof, the......................................... 110
Iron Arrow, the........................................ 124 M Ora Nikanur............................................. 126
Oswen Gryson........................................... 63
J Maejar................................................. 99, 163 Oubliette, the....................................... 77–78
Magda Stagmar....................................... 161 Outer Ward, the............................... 106–121
Jak................................................................ 94 Market Bridge...................................... 87–88
Jana Telford................................................ 34 Marlicel’s Crossing.............................. 62–63 P
Jarek............................................................. 24 Marnetta Savahn............................... 26, 164
Jarellia Dire................................................. 94 Martel.......................................................... 94 Palace, the............................................. 32–43
Jaxson.......................................................... 91 Marthe Kreri............................................... 74 Paolo Arides............................................... 58

214
Index
Pasha Moon.............................................. 105 Scholar...................................................... 143 Theron......................................................... 39
Pasture.............................................. 108–109 Seltha’s Watch.................................. 114–115 Thevasto Prade.......................................... 44
Penny........................................................ 113 Sengzi.......................................................... 51 Tiny Tree..................................................... 84
Pennyweight’s................................. 112–114 Seren Serwa................................................ 79 Trout’s Eye, the.......................................... 45
Peregrus.............................................. 41, 166 Sethra........................................................ 198 Tundric...................................................... 133
Phoenix, the................................................ 98 Shadow Wars............................................. 21 Turncoin............................................ 107–108
Plec Atramentum...................................... 85 Shai’if Abharisti......................................... 55 Twig............................................................. 96
Plinth, the............................................. 82–83 Shankle, the...................................... 119–120 Twin Pillars, the................................... 95–96
Pluton.................................................. 84, 166 Sharwani Loveridge.................................. 83
Potsherd................................................ 95–96 Shawlyn Greene...................................... 104 U
Precious Palate..................................111–112 Shell Triangle....................................... 69–70
Preesh Devah............................. 86, 166–167 Shel-Shanna Style (talent).............. 177–178 Ubaid Kazemde......................................... 77
Presston Heights................................. 97–98 Shepherd’s Crook, the............................ 109 Unmada Firesong.................................... 129
Priest (talent)............................................ 176 Shili...................................................... 52, 168
Protective Southern Winds (stunt)....... 179 Shrike’s Fall Style (talent)...................... 178 V
Psychic Shield (arcana)........................... 184 Siloc Baru.................................................. 127
Public Festival Grounds........................... 59 Silverhill................................................ 49–51 Vara........................................................... 129
Silver Shields Barracks............................. 49 Varti’s Rise.................................................. 60
Q Silverstone............................................ 64–65 Varti the Builder........................................ 23
Singe, the.............................................. 76–78 Vash’s Eye............................................. 70–71
Qu’alius...................................................... 83 Singh................................................... 74, 168 Vedrick........................................................ 36
Queen Hulja............................................... 24 Sinrus.................................................. 27, 169 Ventel Tor.................................................... 31
Queen Jaellin.............................................. 24 Siryna.................................................. 45, 169 Ventriloquism (knack)............................ 182
Queen Seltha.............................................. 22 Skorok Vur.................................................. 47 Verona......................................................... 31
Queen Varti................................................ 23 Sleepy Drake, the...................................... 60 Villa Fruta Orchards....................... 120–121
Small Size................................................. 173 Vine Day Market..................................... 110
R Smoothstones....................................111–112 Violet Alfaeo............................................... 76
Sonic Alteration (knack)......................... 182 Volume Manipulation (knack).............. 182
Ralsa............................................................ 94 Soul’s Flame, the....................................... 61 Vovubros & Daughters Dry
Ralzi’s Civil Sound Shaping (arcana)......................... 182 Goods Shipping and Storage.....119–120
Service Offices.................................... 102 Sovereign’s Finest, the.............................. 23
Rancine Clast............................................. 87 Sovereign, the............................................ 44 W
Razza Ligmos............................................. 40 Specializations................................. 180–181
Reachell....................................................... 29 Spelunking (talent).................................. 178 Wainton Reserve...................................... 102
Reconstruct the Scene (knack)............... 184 Stacks, the................................................... 30 Wander.............................................. 112–114
Red Bluff............................................... 98–99 Stagmarr Siblings...................................... 61 Warden House, the.................................... 95
Reedsong Village....................................... 70 Stag’s Charge....................................110–111 Wending, the.............................................. 45
Reginald Rothwell..................................... 27 Steelcourt.............................................. 60–61 Whalefin............................................... 79–82
Rem Sterngrove....................... 121, 166–167 Stonemasons & Whispering Wind Style (talent)............. 179
Retreat, the........................................... 72–74 Carpenters Guildhall..................... 93–94 Whitewall......................................... 102–104
Retributive Northern Wind (stunt)....... 179 Street Smarts (talent)............................... 179 Wilidere Dabor.......................................... 77
Rhydan.............................................. 172–173 Suna Marjan............................................... 62 Willia Kay................................................... 38
Rhydan’s Rest............................................ 52 Sutro District........................................ 87–88 Wiltell, Captain.................................. 43, 171
Rhy-rats............................................ 172–173 Swallowtail Inn.................................... 72–73 Winding Bazaar, the................................ 108
Rian........................................................... 195 Swan Prince................................................ 64 Windsail Symphony, the.................... 79–80
Rivasi Heights............................................ 78 Swift’s Cabs...................................... 100–101 Winterhaven..................................... 103–104
Riverway.............................................. 51–52 Swift Wing Strike (stunt)........................ 178 Wintersteel Dagger................................. 183
Rom Sonsak.............................................. 117 Sylas.......................................................... 195 Wise Sodality of
Roof Running (talent)............................. 177 Shaswrights & Alchemists.................. 32
Rose Hall, the....................................... 42–43 T Wood Point....................................... 104–105
Rosemund Warden........................... 95, 167 Wraithwood Floral.......................... 117–118
Rose River Valley............................ 131–132 Tadeas Lunathorn..................................... 76 Wren Blackbeak......................................... 75
Rosewater Head........................................ 55 Tal Canson.................................................. 85
Rosla Redwin............................................. 61 Talents............................................... 175–178 X
Rothwell Manor......................................... 26 Talons-Like-Daggers......................... 93, 170
Rotunda, the............................................... 77 Tangle................................................ 116–117 Xaff............................................................ 108
Royal Archive & Library.................... 35–36 Tarborough....................................... 115–116 Xander......................................................... 60
Royal College, the............................... 36–39 Tarvenyl’s Tower....................................... 46
Royal Palace, the................................. 39–40 Tavaster Flood......................................... 103 Y
Royal Rose Society, the....................... 74–76 Tegra Fire-Eyes.................................. 51, 170
Runa Fallow............................................... 47 Tegra’s Smithy..................................... 51–52 Yakha......................................................... 110
Rusalk Ryba............................................... 81 Templehome............................................... 55 Yuumei Alfaeo........................................... 76
Temple of the Eternal Dance.............. 53–55
S Terrin......................................................... 114 Z
Thedis Andros........................................... 41
Sae-June Willow...................................... 117 Zakarm..................................................... 114
Theodore Marzim...................................... 68
Sage Fiera................................................... 73 Zakarm’s................................................... 114
The Order of Forgewrights...................... 32
Sahn Huaki......................................... 84, 168 Zej.............................................................. 109
Theowald Weaver............................. 94, 171
Salty Siren, the......................................... 121 Zhou Breal................................................ 116
Thermai Spa............................................... 88

215
Set the Modern
Roleplaying
World On Fire!

T he Modern AGE roleplaying game brings action


and adventures to any era from the dawning of the
Industrial Revolution to the cutting edge of the near
future! This new version of the Adventure Game Engine (AGE),
the ENnie Award-winning system made popular by the Dragon
Age, Fantasy AGE, and Blue Rose RPGs, can handle everything from
two-fisted action to urban fantasy to weird conspiracies. The Modern AGE
Basic Rulebook includes:
• A new, classless implementation of the AGE character creation system, with everything you need to carry your
heroes through 20 levels of advancement.
• An innovative stunt system, which both expands your options and makes it clear what your character’s core
choices should usually be.
• Information on tapping the mystic powers of sorcery or the limitless power of the mind, with rules for spell-
casting and psychic abilities.
• Rules for thrilling chase scenes, whether on foot or behind the wheel of an ultra-modern supercar..
• Advice for both players and game masters on how to keep your Modern AGE game running smoothly.
• Options to help you tune the rules for different levels of realism and lethality, from grim and gritty to high
adventure, or anything in between.
• An introductory adventure so you can hit the ground running.
You’ll find everything you need in this book to create your own exciting roleplaying adventures set in the modern
world. The Modern AGE Basic Rulebook is also the foundation for exciting new worlds and adventures coming from
Green Ronin Publishing. A Modern AGE of action and adventure is yours!

MSRP: $34.95 • GRR6301 • ISBN: 978-1-934547-91-5 • Available Spring 2018!

You might also like